<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Antediluvial</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Antediluvial"/>
	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/Antediluvial"/>
	<updated>2026-04-08T11:24:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Better_Call_Saul_-_Season_5&amp;diff=1612479</id>
		<title>Better Call Saul - Season 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Better_Call_Saul_-_Season_5&amp;diff=1612479"/>
		<updated>2023-09-19T21:43:17Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Heckler &amp;amp; Koch MP7A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox TV|{{PAGENAME}}&lt;br /&gt;
|name = ''Better Call Saul'' - Season 5&lt;br /&gt;
|picture = BCSS5.jpg&lt;br /&gt;
|country = [[File:USA.jpg|25px]] USA&lt;br /&gt;
|channel = [[AMC]]&lt;br /&gt;
|genre = Crime &amp;lt;br&amp;gt; Drama&lt;br /&gt;
|creator = [[Vince Gilligan]], Peter Gould&lt;br /&gt;
|language = English &amp;lt;br&amp;gt; Spanish&lt;br /&gt;
|dates = 2020&lt;br /&gt;
|episodes = 10&lt;br /&gt;
|character1=James &amp;quot;Jimmy&amp;quot; McGill / Saul Goodman / Gene Takavic&lt;br /&gt;
|actor1=[[Bob Odenkirk]]&lt;br /&gt;
|character2=Michael &amp;quot;Mike&amp;quot; Ehrmantraut&lt;br /&gt;
|actor2=[[Jonathan Banks]]&lt;br /&gt;
|character3=Kimberly &amp;quot;Kim&amp;quot; Wexler&lt;br /&gt;
|actor3=[[Rhea Seehorn]]&lt;br /&gt;
|character4=Howard G. Hamlin&lt;br /&gt;
|actor4=Patrick Fabian&lt;br /&gt;
|character5=Ignacio &amp;quot;Nacho&amp;quot; Varga&lt;br /&gt;
|actor5=[[Michael Mando]]&lt;br /&gt;
|character6=Gustavo &amp;quot;Gus&amp;quot; Fring&lt;br /&gt;
|actor6=[[Giancarlo Esposito]]&lt;br /&gt;
|character7=Eduardo &amp;quot;Lalo&amp;quot; Salamanca&lt;br /&gt;
|actor7=[[Tony Dalton]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In season five, Jimmy returns to the law under the alias of Saul Goodman. Kim continues to work for Mesa Verde but soon receives an impossible task. Lalo uses Saul to escape punishment for his crimes by continuing his war with Gus. The season premiered on February 23, 2020.&lt;br /&gt;
&lt;br /&gt;
{{TV Title Season|5|Better Call Saul}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Model 36==&lt;br /&gt;
Cartel stash house boss (Alvin Hysong) carries what appears to be a holstered [[Smith &amp;amp; Wesson Model 36]] with pearl grips in &amp;quot;Bagman&amp;quot; (S5E08).&lt;br /&gt;
[[File:S&amp;amp;W Model 36 with pearl grips.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 36 with pearl grips - .38 Special]]&lt;br /&gt;
[[File:BCS S05E08 01.jpg|thumb|none|600px|The pearl grip is seen from the boss' holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 629 Performance Center==&lt;br /&gt;
Mike ([[Jonathan Banks]]) finishes off the last Colombian mercenary with his snub-nosed [[Smith &amp;amp; Wesson Model 629|Smith &amp;amp; Wesson Model 629 Performance Center]] in &amp;quot;Bagman&amp;quot; (S5E08). After a successful ambush on Tiburón, he checks the overturned car with the revolver in his hands.&lt;br /&gt;
[[File:S&amp;amp;W-629 Snub.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 629 Performance Center - .44 Magnum. Note: Wood grips appear darker in stock photo then in other representations.]]&lt;br /&gt;
[[File:BCS S05E08 23.jpg|thumb|none|600px|Mike approaches the dying ambusher...]]&lt;br /&gt;
[[File:BCS S05E08 24.jpg|thumb|none|600px|...and shoots him with his Smith &amp;amp; Wesson.]]&lt;br /&gt;
[[File:BCS S05E08 25.jpg|thumb|none|600px|''&amp;quot;Are you shot?&amp;quot;'' &amp;lt;br&amp;gt; Mike ([[Jonathan Banks]]) holsters his revolver as if nothing had happened.]]&lt;br /&gt;
[[File:BCS S05E08 26.jpg|thumb|none|600px|Ehrmantraut checks the overturned car.]]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
DEA agents carry what appears to be a [[Beretta 92FS]]s in holsters during the Cartel drug hideout raid in &amp;quot;50% Off&amp;quot; (S5E02). &lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BCS S05E02 06.jpg|thumb|none|600px|The holstered gun is seen in the middle.]]&lt;br /&gt;
&lt;br /&gt;
==CZ-75B==&lt;br /&gt;
Lalo Salamanca ([[Tony Dalton]]) carries a stainless [[CZ-75B]] tucked into his pants in &amp;quot;Bad Choice Road&amp;quot; (S5E09) after his Kimber was confiscated by the police earlier.&lt;br /&gt;
[[File:CZ75BSS.jpg|thumb|none|300px|CZ 75B with stainless steel finish - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BCS S05E09 03.jpg|thumb|none|600px|Saul notices that Lalo, who came to them, has a gun.]]&lt;br /&gt;
[[File:BCS S05E09 04.jpg|thumb|none|600px|Lalo tries to find out what really happened in the desert.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22==&lt;br /&gt;
As in ''[[Breaking Bad]]'', DEA Agents Hank Schrader ([[Dean Norris]]) and Steven Gomez ([[Steven Michael Quezada]]) carry duty-issue [[Glock 22]]s in &amp;quot;The Guy For This&amp;quot; (S5E03) and &amp;quot;Namaste&amp;quot; (S5E04).&lt;br /&gt;
[[Image:Glock22.jpg|thumb|none|300px|Glock 22 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:BCS S05E03 01.jpg|thumb|none|600px|Hank's gun is seen in locker in &amp;quot;The Guy For This&amp;quot; (S5E03).]] &lt;br /&gt;
[[File:BCS S05E04 01.jpg|thumb|none|600px|The close-up of Hank's Glock during the pursuit of Diego in &amp;quot;Namaste&amp;quot; (S5E04).]] &lt;br /&gt;
[[File:BCS S05E04 02.jpg|thumb|none|600px|DEA Agent Hank Schrader ([[Dean Norris]]) aims the pistol at Diego ([[David DeLao]]).]] &lt;br /&gt;
[[File:BCS S05E04 03.jpg|thumb|none|600px|He and Agent Gomez ([[Steven Michael Quezada]]) follow the criminal.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
APD Officer J. Fletcher ([[Santiago Craig]]) and his colleague (Henry Noble) carry [[Glock 17]] in holsters while talking with Krazy-8 in &amp;quot;50% Off&amp;quot; (S5E02). Sheriff deputy J. Widermuth ([[Michael H. Cole]]) carries holstered gun in &amp;quot;Dedicado a Max&amp;quot; (S5E05). APD officers use Glocks during the arrest of Lalo in &amp;quot;Wexler v. Goodman&amp;quot; (S5E06). A police officer carries the gun while bringing Lalo into the courtroom in &amp;quot;JMM&amp;quot; (S5E07). A graphic of a full-sized Glock also appears on a flier at the Metropolitan Detention Center in &amp;quot;Bad Choice Road&amp;quot; (S5E09). Gus' Sicario assassin (Robert Paul Taylor) tries to reach his Glock after the unsuccessful attack on Lalo's hacienda in &amp;quot;Something Unforgivable&amp;quot; (S5E10), but Salamanca ([[Tony Dalton]]) throws the gun away.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|300px|Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BCS S05E02 04.jpg|thumb|none|600px|The officers talk to Krazy-8 with their hands on their pistols in &amp;quot;50% Off&amp;quot; (S5E02).]]&lt;br /&gt;
[[File:BCS S05E05 01.jpg|thumb|none|600px|Deputy J. Widermuth ([[Michael H. Cole]]) argues with a construction foreman (John DiMaggio) about Acker's house in &amp;quot;Dedicado a Max&amp;quot; (S5E05).]]&lt;br /&gt;
[[File:BCS S05E06 02.jpg|thumb|none|600px|A police officer (Chris Donaldson) orders Lalo out of the car in &amp;quot;Wexler v. Goodman&amp;quot; (S5E06).]]&lt;br /&gt;
[[File:BCS S05E07 01.jpg|thumb|none|600px|The holstered gun is seen in &amp;quot;JMM&amp;quot; (S5E07).]]&lt;br /&gt;
[[File:BCS S05E09 01.jpg|thumb|none|600px|The gun also appears on a flier at the Metropolitan Detention Center in &amp;quot;Bad Choice Road&amp;quot; (S5E09).]]&lt;br /&gt;
[[File:BCS S05E10 18.jpg|thumb|none|600px|Sicario (Robert Paul Taylor) is about to reach the Glock 17 in &amp;quot;Something Unforgivable&amp;quot; (S5E10).]]&lt;br /&gt;
[[File:BCS S05E10 19.jpg|thumb|none|600px|But Lalo takes the gun first.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45==&lt;br /&gt;
A Colombian gang member nicknamed Matador ([[Kenneth Trujillo]]) uses a [[Heckler &amp;amp; Koch USP45]] with a gold-plated slide in &amp;quot;Bagman&amp;quot; (S5E08).&lt;br /&gt;
[[Image:HK-USP.jpg‎|thumb|none|300px|Heckler &amp;amp; Koch USP - .45 ACP]]&lt;br /&gt;
[[File:BCS S05E08 13.jpg|thumb|none|600px|Matador ([[Kenneth Trujillo]]) points the USP at Saul.]]&lt;br /&gt;
[[File:BCS S05E08 11.jpg|thumb|none|600px|Note that the gun is set up as a V2 (with right-side safety/decocker for left-handed shooters), even though he is right-handed. Also note that the safety is engaged.]]&lt;br /&gt;
[[File:BCS S05E08 14.jpg|thumb|none|600px|A close-up of the muzzle before the shot.]]&lt;br /&gt;
[[File:BCS S05E08 12.jpg|thumb|none|600px|The gun falls to the ground when Matador gets shot. Note the longer grip, indicating that this is the .45 ACP version.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Ultra Carry II==&lt;br /&gt;
Lalo Salamanca ([[Tony Dalton]]) briefly holds his two-toned [[Kimber Ultra Carry II]] from the previous season when encountering the police in &amp;quot;Wexler v. Goodman&amp;quot; (S5E06).&lt;br /&gt;
[[File:Kimber Ultra Carry II Two-Tone.jpg|thumb|none|300px|Kimber Ultra Carry II - .45 ACP]]&lt;br /&gt;
[[File:BCS S05E06 01.jpg|thumb|none|600px|Seeing one APD officer, Lalo reaches for his gun, but when he sees the other officers, he hides his weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger KP90==&lt;br /&gt;
During the siege of his hacienda, Lalo ([[Tony Dalton]]) takes a [[Ruger KP90]] from a killed Miguel ([[Norman Mora]]) in &amp;quot;Something Unforgivable&amp;quot; (S5E10).&lt;br /&gt;
[[File:RugerP90Side.jpg|thumb|none|300px|Ruger KP90 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BCS S05E10 11.jpg|thumb|none|600px|Lalo takes Miguel's gun.]]&lt;br /&gt;
[[File:BCS S05E10 12.jpg|thumb|none|600px|The characteristic flat safety is seen when he opens the underground tunnel.]]&lt;br /&gt;
[[File:BCS S05E10 13.jpg|thumb|none|600px|Lalo ([[Tony Dalton]]) shoots the attacker with the Ruger.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
Nacho ([[Michael Mando]]) continues to use a [[SIG-Sauer P226]] in Season 5. He tries to reach it when Gus' men attack him at night in &amp;quot;50% Off&amp;quot; (S5E02). Most of Gus's Sicarios use a [[SIG-Sauer P226]] as a sidearm during the siege of Lalo's hacienda in &amp;quot;Something Unforgivable&amp;quot; (S5E10).&lt;br /&gt;
[[File:SigP226.jpg|thumb|none|300px|SIG-Sauer P226 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BCS S05E02 03.jpg|thumb|none|600px|Nacho tries to take his gun in &amp;quot;50% Off&amp;quot; (S5E02).]]&lt;br /&gt;
[[File:BCS S05E10 21.jpg|thumb|none|600px|The mercenary in the tunnel ([[Michel Curiel]]) switches to the pistol in &amp;quot;Something Unforgivable&amp;quot; (S5E10).]]&lt;br /&gt;
[[File:BCS S05E10 20.jpg|thumb|none|600px|His partner (Jesus Banuelos) in the back also holds the same gun.]]&lt;br /&gt;
[[File:BCS S05E10 22.jpg|thumb|none|600px|However, Lalo tricked them, which leads to a fatal outcome.]]&lt;br /&gt;
[[File:BCS S05E10 23.jpg|thumb|none|600px|And another P226 laying next to leader of the squad ([[George Cisneros]]).]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 639==&lt;br /&gt;
Krazy-8's dealer named Arlo ([[Spenser Granese]]) carries what appears to be a [[Smith &amp;amp; Wesson 639]] with black grips in &amp;quot;Magic Man&amp;quot; (S5E01).&lt;br /&gt;
[[Image:S&amp;amp;W 639 early fixed.jpg|thumb|none|300px|Smith &amp;amp; Wesson 639, early model with fixed sights - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BCS S05E01 01.jpg|thumb|none|600px|Arlo brandishes the pistol in his waistband at Lalo when he passes him without stopping.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;Pc Compact==&lt;br /&gt;
A Colombian gang member nicknamed Jefe ([[Gabriel 'G-Rod' Rodriguez]]) briefly uses a [[Smith &amp;amp; Wesson M&amp;amp;Pc Compact]] during the ambush in &amp;quot;Bagman&amp;quot; (S5E08). When the shots stop, Saul ([[Bob Odenkirk]]) picks up his gun, but leaves it upon realizing it is empty. The gun is anachronistic for the 2004 setting as it was introduced in 2005.&lt;br /&gt;
[[Image:Smith&amp;amp;WessonM&amp;amp;PCompact.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;Pc Compact - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BCS S05E08 19.jpg|thumb|none|600px|Jefe ([[G-Rod]]) fires his M&amp;amp;Pc.]]&lt;br /&gt;
[[File:BCS S05E08 20.jpg|thumb|none|600px|Saul Goodman ([[Bob Odenkirk]]) picks up the empty gun.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Sigma SW9VE==&lt;br /&gt;
Gus' high-ranking enforcer Victor ([[Jeremiah Bitsui]]) continues to carry a two-tone [[Smith &amp;amp; Wesson Sigma SW9VE]] as his primary weapon during the season. But this time, he uses it only once in &amp;quot;50% Off&amp;quot; (S5E02) while threatening Nacho's father.&lt;br /&gt;
[[File:13283.jpg|thumb|none|300px|Smith &amp;amp; Wesson Sigma SW9VE Two-Tone - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BCS S05E02 01.jpg|thumb|none|600px|Victor ([[Jeremiah Bitsui]]) chambers his gun before meeting Manuel Varga (Juan Carlos Cantu) at the restaurant.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT100 AFS==&lt;br /&gt;
A Salamanca thug named Blingy (KeiLyn Durrel Jones) holds a [[Taurus PT100 AFS]] in &amp;quot;The Guy For This&amp;quot; (S5E03).&lt;br /&gt;
[[Image:Taurus-PT100AFS 01.jpg|thumb|none|300px|Taurus PT100AFS with pearl grips and gold accents - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:BCS S05E03 02.jpg|thumb|none|600px|Saul notices the gun between the seats in the car.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli Nova Tactical==&lt;br /&gt;
A guard at the Cartel stash house is armed with a [[Benelli Nova Tactical]] shotgun at the beginning of &amp;quot;Bagman&amp;quot; (S5E08). &lt;br /&gt;
[[Image:Nova.jpg|thumb|none|450px|Benelli Nova Tactical with ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:BCS S05E08 02.jpg|thumb|none|600px|The shotgun stands next to the Cartel member at the gate.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser (Custom Shortened)==&lt;br /&gt;
A Cartel member in a stash house is armed with a custom [[Mossberg 500 Cruiser]] with an [[MP5K]] foregrip, the same one seen in [[Better Call Saul - Season 3|Season 3]], at the beginning of &amp;quot;Bagman&amp;quot; (S5E08). &lt;br /&gt;
[[File:Moss500shorty.jpg|thumb|none|350px|Mossberg 500 Cruiser with MP5K foregrip - 12 gauge]]&lt;br /&gt;
[[File:BCS S05E08 04.jpg|thumb|none|600px|The Cartel member with the Mossberg is seen in the background.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Folding Stock==&lt;br /&gt;
A Cartel member in a stash house is armed with what appears to be a [[Remington 870 Folding Stock]] shotgun with tactical grip and no stock at the beginning of &amp;quot;Bagman&amp;quot; (S5E08). &lt;br /&gt;
[[Image:Black870folder.jpg|thumb|none|400px|Remington Model 870 Police Magnum with Folding Stock - 12 gauge]]&lt;br /&gt;
[[File:BCS S05E08 03.jpg|thumb|none|600px|An armed man guards the money room.]]&lt;br /&gt;
&lt;br /&gt;
==Stevens Model 67 (Sawed-Off)==&lt;br /&gt;
Krazy-8's dealer named Mouse ([[Adrienne Lovette]]) is armed with a sawed-off [[Stevens Model 67]] in &amp;quot;Magic Man&amp;quot; (S5E01). She also briefly carries it in &amp;quot;50% Off&amp;quot; (S5E02) before sending drugs to Sticky (Sasha Feldman) and Ron (Morgan Krantz).&lt;br /&gt;
[[Image:SA 67 sawed off shotgun.jpg|thumb|none|400px|Stevens Model 67 sawed-off shotgun - 12 gauge]]&lt;br /&gt;
[[File:BCS S05E01 03.jpg|thumb|none|600px|Mouse puts the gun on the rack in &amp;quot;Magic Man&amp;quot; (S5E01). Note the the specific tube end cap and barrel mount.]]&lt;br /&gt;
[[File:BCS S05E01 04.jpg|thumb|none|600px|In the general shot of the shotgun you can see the thickened trigger guard at the front, characteristic of a Stevens 67.]]&lt;br /&gt;
[[File:BCS S05E02 02.jpg|thumb|none|600px|The shotgun is clouded on the wall in &amp;quot;50% Off&amp;quot; (S5E02).]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP7A1]] with a Trijicon RMR sight is used by a Colombian gang member ([[Christopher M. Campos]]) in &amp;quot;Bagman&amp;quot; (S5E08). The MP7 having an RMR is mildly anachronistic as the scene takes place in 2004 while the RMR wasn't available until 2009.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:BCS S05E08 16.jpg|thumb|none|600px|The mercenary shoots from behind the car.]]&lt;br /&gt;
[[File:BCS S05E08 17.jpg|thumb|none|600px|The unnamed Colombian ([[Christopher M. Campos]]) is about to aim his MP7.]]&lt;br /&gt;
[[File:BCS S05E08 18.jpg|thumb|none|600px|The gun lies next to the dying attacker.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKMS==&lt;br /&gt;
A guard of Lalo's hacienda named Miguel ([[Norman Mora]]) is armed with an [[AKMS]] fitted with a drum magazine in &amp;quot;Something Unforgivable&amp;quot; (S5E10). He shoots some celebratory gunfire into the sky as his boss returns home, and later the gun is seen again several times.&lt;br /&gt;
[[Image:AKMS.jpg|thumb|450px|none|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:BCS S05E10 01.jpg|thumb|none|600px|A close-up of the barrel while Miguel makes a wood carving with a knife.]]&lt;br /&gt;
[[File:BCS S05E10 02.jpg|thumb|none|600px|He stands up and picks up the rifle as an unknown SUV approaches the gate.]] &lt;br /&gt;
[[File:BCS S05E10 03.jpg|thumb|none|600px|Miguel ([[Norman Mora]]) points the AKMS.]]&lt;br /&gt;
[[File:BCS S05E10 04.jpg|thumb|none|600px|He shoots joyfully into the sky at the return of Lalo.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
A guard of Lalo's hacienda named Ciro ([[Ulysses Montoya]]) is armed with an [[AKM]] rifle in &amp;quot;Something Unforgivable&amp;quot; (S5E10).&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:BCS S05E10 06.jpg|thumb|none|600px|Ciro ([[Ulysses Montoya]]) greets Lalo along with the others, carrying the rifle on the sling.]]&lt;br /&gt;
[[File:BCS S05E10 05.jpg|thumb|none|600px|The AKM is be seen laying on top of Ciro's dead body during the attack.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A guard of Lalo's hacienda named Herardo (uncredited) is armed with an [[AK-47]] (or probably [[AKS-47]]) in &amp;quot;Something Unforgivable&amp;quot; (S5E10).&lt;br /&gt;
[[File:AK-47 Type 3 rifle.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BCS S05E10 08.jpg|thumb|none|600px|The front sight and the muzzle is seen in the center.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1== &lt;br /&gt;
DEA agents are armed with [[M4A1]]s with flashlights and ACOG scopes during the Cartel drug hideout raid in &amp;quot;50% Off&amp;quot; (S5E02). APD officers and DEA agents, including Harry Lipenstein (Robert Sanchez), are seen with carbines in &amp;quot;Namaste&amp;quot; (S5E04). &lt;br /&gt;
[[File:M4A1 ACOG.jpg|thumb|none|450px|Colt M4A1 with RIS foregrip and ACOG scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BCS S05E02 06.jpg|thumb|none|600px|DEA agents can be seen walking with M4A1s in &amp;quot;50% Off&amp;quot; (S5E02).]]&lt;br /&gt;
[[File:BCS S05E02 07.jpg|thumb|none|600px|They prepare to raid the stash house.]]&lt;br /&gt;
[[File:BCS S05E02 08.jpg|thumb|none|600px|And the side shot of the carbine.]]&lt;br /&gt;
[[File:BCS S05E04 04.jpg|thumb|none|600px|APD officers and DEA agents, including Harry Lipenstein (Robert Sanchez)in the middle, are seen with carbines in &amp;quot;Namaste&amp;quot; (S5E04).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
Due to a continuity error, the DDM4 rifle of one of the Gus's Sicario Assassins (Robert Paul Taylor) turns into a [[Heckler &amp;amp; Koch HK416]] with an EOTech sight during the attack on Lalo in &amp;quot;Something Unforgivable&amp;quot; (S5E10). The gun is anachronistic for the 2004 setting as it was introduced in 2005.&lt;br /&gt;
[[Image:HK416 14.5 Current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BCS S05E10 09.jpg|thumb|none|600px|The mercenary searches for Lalo with the HK416 at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense M4A1==&lt;br /&gt;
The sicario assassins sent by Gus to kill Lalo in Mexico are armed with [[Daniel Defense M4A1]] rifles fitted with an EOTech sight in &amp;quot;Something Unforgivable&amp;quot; (S5E10). Lalo Salamanca ([[Tony Dalton]]) also takes possession of one during the shootout. The appearance of this weapon and its optic is an anachronism, as the series is set in 2004, and neither the Daniel Defense M4A1 nor the EOTech 553 and EXPS-3 existed during that timeframe (though the Daniel Defense RIS II rail utilized on this weapon was first developed and evaluated by SOCOM during 2005-2006).&lt;br /&gt;
[[File:DDM4A1.jpg|thumb|none|400px|Daniel Defense M4A1 - 5.56x45mm NATO]] &lt;br /&gt;
[[File:BCS S05E10 10.jpg|thumb|none|600px|The rifle fires when Lalo attacks its owner (Robert Paul Taylor). Note the tan EOTech 553.]]&lt;br /&gt;
[[File:BCS S05E10 16.jpg|thumb|none|600px|The mercenary in the kitchen ([[Marco Morales]]) opens fire but Lalo escapes.]]&lt;br /&gt;
[[File:BCS S05E10 14.jpg|thumb|none|600px|Two assassins (Victor Chavero and [[Marco Morales]] behind him) with rifles receive orders from the leader.]]&lt;br /&gt;
[[File:BCS S05E10 17.jpg|thumb|none|600px|The remaining assassins ([[Michel Curiel]], Jesus Banuelos, and [[George Cisneros]]) find a hidden tunnel.]]&lt;br /&gt;
[[File:BCS S05E10 15.jpg|thumb|none|600px|Lalo Salamanca ([[Tony Dalton]]) fires the Daniel Defense M4A1 at sicarios in the tunnel.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense MK18==&lt;br /&gt;
Most of the Colombian gang members are armed with [[Daniel Defense MK18]]s with Maxim SCW stocks and various sights during the money ambush in &amp;quot;Bagman&amp;quot; (S5E08). The rifle in this configuration is anachronistic.&lt;br /&gt;
[[File:Dd-mk18-factory.JPG|thumb|none|400px|Daniel Defense MK18 SBR - 5.56x45mm NATO]] &lt;br /&gt;
[[File:BCS S05E08 07.jpg|thumb|none|600px|A Colombian gang member ([[Conrad R. Padilla]]) holds a DD MK18 with an Aimpoint T2 (or similar) red dot sight and double taped PMAGs when his crew blocks Saul's way.]]&lt;br /&gt;
[[File:BCS S05E08 08.jpg|thumb|none|600px|The carbine of the mercenary nicknamed Tiburón ([[Corey Eubanks]]) is equipped with a Aimpoint PRO sight.]]&lt;br /&gt;
[[File:BCS S05E08 15.jpg|thumb|none|600px|The ambusher raises his gun, trying to find the unexpected shooter. Note the closed dust cover.]]&lt;br /&gt;
[[File:BCS S05E08 09.jpg|thumb|none|600px|Tiburón starts shooting his DD MK18 when his mate is killed.]] &lt;br /&gt;
[[File:BCS S05E08 10.jpg|thumb|none|600px|Another Colombian ([[Algin Mendez]]) fires the gun, which is fitted with an EOTech XPS sight.]]&lt;br /&gt;
[[File:BCS S05E08 21.jpg|thumb|none|600px|He reloads the DD MK18. Note the Daniel Defense markings.]]&lt;br /&gt;
[[File:BCS S05E08 22.jpg|thumb|none|600px|Tiburón shoots back before escaping in an SUV.]]&lt;br /&gt;
&lt;br /&gt;
==M40A1==&lt;br /&gt;
Mike ([[Jonathan Banks]]) continues to use his [[M40A1]] sniper rifle purchased from Lawson in Season 2. He rescues Saul from the Colombian gang ambush in &amp;quot;Bagman&amp;quot; (S5E08) and later (unintentionally) destroys the car with the last escaped mercenary in it with a well-aimed shot. He watches Lalo in Saul and Kim's apartment through the scope of his rifle in &amp;quot;Bad Choice Road&amp;quot; (S5E09).&lt;br /&gt;
[[Image:M40a1standard-1-.jpg|thumb|none|450px|M40A1 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:BCS S05E08 27.jpg|thumb|none|600px|The rifle is propped up on Saul's Suzuki Esteem when the gunfight ends in &amp;quot;Bagman&amp;quot; (S5E08).]]&lt;br /&gt;
[[File:BCS S05E08 28.jpg|thumb|none|600px|Mike takes the sniper position while Saul acts as bait.]]&lt;br /&gt;
[[File:BCS S05E08 29.jpg|thumb|none|600px|Close-up of the bolt of the rifle.]]&lt;br /&gt;
[[File:BCS S05E08 30.jpg|thumb|none|600px|Mike ([[Jonathan Banks]]) shoots his M40A1 again.]]&lt;br /&gt;
[[File:BCS S05E09 02.jpg|thumb|none|600px|Mike aims the rifle in &amp;quot;Bad Choice Road&amp;quot; (S5E09).]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
A [[Remington 700PSS]] is seen in the money room of the Cartel warehouse at the beginning of &amp;quot;Bagman&amp;quot; (S5E08).&lt;br /&gt;
[[Image:RemingtonPSS700.jpg|thumb|450px|none|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BCS S05E08 06.jpg|thumb|none|600px|The rifle is seen on the top of the money shelf.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Gatling Gun==&lt;br /&gt;
A [[Gatling Gun]] is seen in the money room of the Cartel warehouse at the beginning of &amp;quot;Bagman&amp;quot; (S5E08).&lt;br /&gt;
[[Image:Gatling gun 1865.jpg|thumb|300px|none|Gatling Gun - .45-70 Government]]&lt;br /&gt;
[[File:BCS S05E08 05.jpg|thumb|none|600px|The machine gun is seen in the safe room.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is seen in the money room of the Cartel warehouse at the beginning of &amp;quot;Bagman&amp;quot; (S5E08).&lt;br /&gt;
[[Image:PKM-mg.jpg|thumb|400px|none|PKM machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:BCS S05E08 06.jpg|thumb|none|600px|The PKM is seen on the top of the money shelf.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Single Action Army (pendant)==&lt;br /&gt;
Krazy-8's dealer Arlo ([[Spenser Granese]]) wears a necklace with a pendant in the form of a tiny [[Single Action Army]] revolver in &amp;quot;Magic Man&amp;quot; (S5E01).&lt;br /&gt;
[[File:Colt Single Action Army Custom Engraved Ivory 32-20 WCF.jpg|thumb|none|300px|Colt Single Action Army w/ 4.75&amp;quot; barrel, custom engraved with ivory - .32-20 Winchester]]&lt;br /&gt;
[[File:BCS S05E01 05.jpg|thumb|none|600px|Arlo with his SAA necklace.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BrBa &amp;amp; BCS}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Television]] &lt;br /&gt;
[[Category:Mystery]] &lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:AMC]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1612354</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1612354"/>
		<updated>2023-09-19T18:17:38Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Benelli M3 Super 90 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1612348</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1612348"/>
		<updated>2023-09-19T18:09:19Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Heckler &amp;amp; Koch USP9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. &lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1612344</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1612344"/>
		<updated>2023-09-19T18:05:23Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Colt Model 933 */  RE4 is set in 2004, not 2005; just wanted to correct that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. &lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1612342</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1612342"/>
		<updated>2023-09-19T18:03:31Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Steyr TMP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. &lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1612340</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1612340"/>
		<updated>2023-09-19T18:03:00Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Remington 870 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. &lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1612339</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1612339"/>
		<updated>2023-09-19T17:58:05Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Benelli M3 Super 90 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. &lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1575939</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1575939"/>
		<updated>2023-05-04T05:28:21Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* FN Five-seveN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1573284</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1573284"/>
		<updated>2023-04-22T03:01:19Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Springfield Armory XD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
The attache case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attache case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot, with it exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its minimal shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attache case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain 223 Remington cartridges.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell the Special Rocket Launcher for extra money during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1573283</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1573283"/>
		<updated>2023-04-22T03:00:52Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Springfield Armory XD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
The attache case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attache case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot, with it exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the option laser sight available. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its minimal shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attache case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain 223 Remington cartridges.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell the Special Rocket Launcher for extra money during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1573282</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1573282"/>
		<updated>2023-04-22T02:53:15Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Springfield Armory XD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
The attache case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attache case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot, with it exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its minimal shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attache case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain 223 Remington cartridges.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell the Special Rocket Launcher for extra money during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1571763</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1571763"/>
		<updated>2023-04-18T02:04:00Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Smith &amp;amp; Wesson Model 500 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
The attache case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attache case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot, with it exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]]. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its minimal shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attache case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain 223 Remington cartridges.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell the Special Rocket Launcher for extra money during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1569432</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1569432"/>
		<updated>2023-04-08T15:11:08Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Heckler &amp;amp; Koch USP9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
The attache case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attache case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|450px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|450px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot, with it exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]]. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|400px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|300px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades), but its insane longevity thanks to infinite ammo makes up its minimal shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game but does not use its respective modification as seen in ''Resident Evil 3''. It is Leon's shotgun of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attache case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids  used to unlock the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain 223 Remington cartridges.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to them), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell the Special Rocket Launcher for extra money during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1569427</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1569427"/>
		<updated>2023-04-08T15:01:54Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Heckler &amp;amp; Koch USP9 */  added a small blurb about the possible design inspirations that went in the SG-09R. I can't help but wonder if prototype examples of the P30/HK45 contributed their design elements (Pic rail, checkering, finger grooves) to the design of the SG. The base USP never had these elements to begin with, so they had to come from somewhere.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
The attache case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attache case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|450px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|450px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot, with it exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]]. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|400px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|300px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades), but its insane longevity thanks to infinite ammo makes up its minimal shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game but does not use its respective modification as seen in ''Resident Evil 3''. It is Leon's shotgun of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attache case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's firearm of choice in The Mercenaries and the main game, along with his compound bow.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids  used to unlock the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain 223 Remington cartridges.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to them), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell the Special Rocket Launcher for extra money during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. They have infinite ammo in both of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1569041</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1569041"/>
		<updated>2023-04-06T18:33:16Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Heckler &amp;amp; Koch USP9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
The attache case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attache case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|450px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|450px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot, with it exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]]. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|400px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|300px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The variant depicted in-game is also a double-action variant, as the hammer remains cocked after firing the weapon. DAO variants of the Model 500 aren't in widespread production as of 2005.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades), but its insane longevity thanks to infinite ammo makes up its minimal shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game but does not use its respective modification as seen in ''Resident Evil 3''.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attache case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids  used to unlock the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain 223 Remington cartridges.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to them), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell the Special Rocket Launcher for extra money during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1569039</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1569039"/>
		<updated>2023-04-06T18:31:41Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Heckler &amp;amp; Koch USP9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
The attache case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). Leon holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attache case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|450px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached. Its frame is slightly longer than the normal variant, and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|Ditto, other side, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|450px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|400px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot, with it exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]]. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|400px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|300px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The variant depicted in-game is also a double-action variant, as the hammer remains cocked after firing the weapon. DAO variants of the Model 500 aren't in widespread production as of 2005.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades), but its insane longevity thanks to infinite ammo makes up its minimal shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon, beating out the Striker-12. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game but does not use its respective modification as seen in ''Resident Evil 3''.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attache case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3, an early game automatic firearm. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids  used to unlock the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite real the M1 and the M1A1 Thompsons unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains. &lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain 223 Remington cartridges.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2005. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to them), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell the Special Rocket Launcher for extra money during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_2&amp;diff=1545883</id>
		<title>Call of Duty: Modern Warfare 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_2&amp;diff=1545883"/>
		<updated>2023-01-09T02:31:41Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Heckler &amp;amp; Koch MG4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:MW2.jpg|right|300px|thumb|''Call of Duty: Modern Warfare 2'' (2009)]]&lt;br /&gt;
&lt;br /&gt;
{{spoiler|This page contains spoilers. Read at your own risk!}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare 2''''' (also known as simply ''Modern Warfare 2'', ''CoD:MW2'' or ''MW2'') is the sixth main installment of the ''[[Call of Duty|Call of Duty series]]'' and the second installment of the ''Modern Warfare'' franchise. Officially released worldwide on November 10, 2009, ''MW2'' was developed by Infinity Ward and published by Activision for the PC, PS3 and Xbox 360 platforms.&lt;br /&gt;
&lt;br /&gt;
The game's storyline is set in the year 2016, five years after the events of ''[[Call of Duty 4: Modern Warfare]]''. Despite the efforts of the U.S. Marines, the SAS, and the Russian Loyalists, the Russian Ultranationalist party has taken power within Russia. An Ultranationalist terrorist, Vladimir Makarov, considered too radical even for the new Russian government, begins his campaign to take revenge upon the western world. In response, Task Force 141, led by LTG Shepherd, is created to hunt down Makarov. During the campaign, the player takes the roles of PFC Joseph Allen and PVT James Ramirez of Hunter Two-One, 1st Battalion, 75th Ranger Regiment, U.S. Army, as well as Sgt. Gary &amp;quot;Roach&amp;quot; Sanderson and Capt. John &amp;quot;Soap&amp;quot; MacTavish of Task Force 141.&lt;br /&gt;
&lt;br /&gt;
A remaster of the singleplayer campaign, titled '''''Call of Duty: Modern Warfare 2 Campaign Remastered''''', was released on March 31, 2020 for the PlayStation 4, and on April 30, 2020 for the Xbox One and PC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons and equipment are used in the video game ''Call of Duty: Modern Warfare 2'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Weapons in ''Call of Duty: Modern Warfare 2'' are categorized into the following categories: the primary Assault Rifles, Light Machine Guns, Sniper Rifles, and Submachine Guns, and the secondary Handguns, Machine Pistols, Shotguns, and Launchers.&lt;br /&gt;
&lt;br /&gt;
All handguns and submachine guns from multiplayer can be dual-wielded in ''Call of Duty: Modern Warfare 2''. The Rangers and the Winchester Model 1887 shotguns can also be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All handguns in the game, except for the M1911, are available in both single and multiplayer modes. All handguns in the multiplayer can be equipped with a variety of accessories, including: FMJ rounds, suppressors, dual wield (akimbo), tactical knives, and extended magazines (unless noted otherwise).&lt;br /&gt;
&lt;br /&gt;
Like in ''Call of Duty 4'', the game effectively animates all handguns as operating in DAO (Double Action Only) mode.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92SB==&lt;br /&gt;
The [[Beretta 92SB]] returns from ''[[Call of Duty 4: Modern Warfare]]'', once again standing in as the military issue M9. In singleplayer, it is the primary sidearm of all U.S. troops, Task Force 141, U.S. Navy SEALs, and is infrequently used by the Middle Eastern OpFor and the Brazilian Militia.&lt;br /&gt;
[[File:BerettaM92SB.jpg|thumb|none|350px|Beretta 92SB - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2-92SB-2.jpg|thumb|none|600px|The &amp;quot;M9&amp;quot; on the Create-A-Class menu. Note the rounded trigger guard, identifying the pistol as a 92SB. Also note the different magazine baseplate.]]&lt;br /&gt;
[[File:MW2 M9 (1).jpg|thumb|none|600px|Holding the 92SB in-game.]]&lt;br /&gt;
[[File:MW2 M9 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 M9 (3).jpg|thumb|none|600px|Reloading the &amp;quot;M9&amp;quot;.]]&lt;br /&gt;
[[File:MW2 M9 (4).jpg|thumb|none|600px|Dual-wielding two 92SBs, or &amp;quot;Akimbo&amp;quot;, a word that originally had nothing to do with dual-wielding.]]&lt;br /&gt;
[[File:MW2 M9 (5).jpg|thumb|none|600px|Reloading the two 92SBs via the universal offscreen reload technique.]]&lt;br /&gt;
[[File:MW2-92SB-1.jpg|600px|thumb|none|Reloading a suppressed Beretta. Due to a bug that was never patched, the suppressor does not actually work as intended - range is reduced, and the firing sound is muffled, but the firer will still show up on enemy minimaps.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta M9 (remastered version)===&lt;br /&gt;
In ''Modern Warfare 2 Campaign Remastered'', the weapon is modeled after a proper [[Beretta M9]]. It appears to reuse the same M9 model from ''[[Call of Duty: Modern Warfare Remastered]]''.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:MW2R M9 (1).jpg|thumb|none|600px|Initially drawing the M9 in the remaster shows the user chamber a round.]]&lt;br /&gt;
[[File:MW2R M9 (2).jpg|thumb|none|600px|Allen with an M9 inside the airport.]]&lt;br /&gt;
[[File:MW2R M9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R M9 (4).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:MW2R M9 (5).jpg|thumb|none|600px|Equipping two Berettas - here, Ramirez cocks the hammers on both pistols.]]&lt;br /&gt;
[[File:MW2R M9 (6).jpg|thumb|none|600px|Idling with the M9s.]]&lt;br /&gt;
[[File:MW2R M9 (7).jpg|thumb|none|600px|The inspecting animation results in some fanciful gun twirling.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R (Mockup)==&lt;br /&gt;
The &amp;quot;M93 Raffica&amp;quot;, classified under the Machine Pistol category, is a Beretta semi-automatic pistol converted to resemble and function like a [[Beretta 93R]]. Real 93Rs have a frame-mounted safety and a more angular slide, all of which the in-game model lacks. It seems likely that the developers took the base 92SB model and added 93R parts to it and made it shoot three-round bursts. It is attached with a skeletal stock and what looks like an attachment rail for a flashlight/LAM. The in-game model has an extended magazine but still only holds 15 rounds in singleplayer, though in multiplayer it holds a more appropriate 20 rounds.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it can be found in an armory in &amp;quot;The Gulag&amp;quot;, in a basement armory in &amp;quot;Loose Ends&amp;quot;, and in the &amp;quot;Museum&amp;quot; level. It is unlocked at level 38 in multiplayer, and benefits from low recoil, high damage, fast reload times, and instantaneous ADS.&lt;br /&gt;
[[File:BerettaM92SB.jpg|thumb|none|350px|Beretta Model 92SB - 9x19mm Parabellum. Base weapon of the 93R mockup.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|A real Beretta 93R for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mw2M9raffica.jpg|600px|thumb|none|The &amp;quot;M93 Raffica&amp;quot; in the Create-A-Class menu. Despite being depicted here with a [https://soldiersystems.net/2010/10/13/baretta-tacrail/ Survival Consultants International WOR4 TacRail] system for mounting sights, it uses a DLP Tactical UMP-1 Universal Pistol Scope Mount in game.]]&lt;br /&gt;
[[File:MW2 93R (1).jpg|thumb|none|600px|Holding the burst Beretta, with the hammer half-cocked.]]&lt;br /&gt;
[[File:MW2 93R (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW2 93R (3).jpg|thumb|none|600px|Reloading the extended Beretta magazine.]]&lt;br /&gt;
[[File:MW2 93R (4).jpg|thumb|none|600px|On the dual-wielded version, the hammers are not cocked at all.]]&lt;br /&gt;
[[File:MW2 93R (5).jpg|thumb|none|600px|Reloading the Rafficas.]]&lt;br /&gt;
[[File:MW2 93R (6).jpg|thumb|none|600px|Reloading a Raffica fitted with an EOTech optic. Note the DLP Tactical UMP-1 Universal Pistol Scope Mount compared to the Create-A-Class image.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered version still depicts a mockup, this time using the base model of the Beretta M9 as opposed to the 92SB from before. The hammer is still in half-cocked position.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2R 93R (1).jpg|thumb|none|600px|The ''Remastered'' faux 93R has a new equipping animation where the user extends the foregrip.]]&lt;br /&gt;
[[File:MW2R 93R (2).jpg|thumb|none|600px|The &amp;quot;M93 Raffica&amp;quot; in idle.]]&lt;br /&gt;
[[File:MW2R 93R (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW2R 93R (4).jpg|thumb|none|600px|Reloading the burst pistol.]]&lt;br /&gt;
[[File:MW2R 93R (5).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:MW2R 93R (6).jpg|thumb|none|600px|Checking out the Beretta in the inspect animation.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda==&lt;br /&gt;
The [[Colt Anaconda]] is found in singleplayer and multiplayer, called &amp;quot;.44 Magnum&amp;quot; in-game. It is the signature weapon of Lieutenant General Shepard (voiced by [[Lance Henriksen]]), which he uses at several key points in the campaign.&lt;br /&gt;
&lt;br /&gt;
In a cutscene in &amp;quot;Loose Ends&amp;quot;, General Shepard pulls out his Anaconda to shoot someone despite the holstered Anaconda on his model still visibly in the holster, as though he has another big Anaconda tucked in the back of his pants. During a cutscene in &amp;quot;Endgame&amp;quot;, the cylinder rotates counterclockwise when General Shepard pulls back the hammer, and then incorrectly rotates clockwise again before the gun fires when Shepard pulls the trigger.&lt;br /&gt;
&lt;br /&gt;
It is a useful weapon in multiplayer mode due to its quick draw and power, and the fact that the Anaconda will fire as fast as the player can press the fire key. As you probably suspected, the Anaconda is not available with a suppressor or extended magazines as other handguns. Instead of 75 kills, the player has to reach 100 kills with this weapon to unlock the tactical knife attachment.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the barrel of the Anaconda on the weapon's world model reads &amp;quot;BRAD ALLENCONDA&amp;quot;, a reference to Brad Allen, the head weapon designer of Infinity Ward.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|400px|Colt Anaconda - .44 Magnum]]&lt;br /&gt;
[[File:Mw244magnum.jpg|thumb|none|600px|Anaconda in the Create-a-Class menu. Note that the Anaconda's grip has no finger grooves, which means they could be Pachmayr Presentation grips.]]&lt;br /&gt;
[[File:MW2 Anaconda (1).jpg|thumb|none|600px|Holding the Anaconda in the multiplayer map Favela.]]&lt;br /&gt;
[[File:MW2 Anaconda (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 Anaconda (3).jpg|thumb|none|600px|The weapon recoils as a fired bullet hits the wall. The top of the hammer can be seen cycling back in double-action.]]&lt;br /&gt;
[[File:MW2 Anaconda (4).jpg|thumb|none|600px|Reloading the Anaconda. The player character lifts the weapon vertically and dumps out all the rounds. This wouldn't work in reality, as fired rounds expand and get stuck in their chambers. The extractor rod would have to be used to eject them.]]&lt;br /&gt;
[[File:MW2 Anaconda (5).jpg|thumb|none|600px|Inserting a speedloader.]]&lt;br /&gt;
[[File:MW2 Anaconda (6).jpg|thumb|none|600px|Closing the cylinder after dropping the speedloader away.]]&lt;br /&gt;
[[File:MW2 Anaconda (7).jpg|thumb|none|600px|Dual-wielding two .44 Magnums. Note that the left revolver isn't just a mirror of the right.]]&lt;br /&gt;
[[File:MW2 Anaconda (8).jpg|thumb|none|600px|Reloading shows the asymmetry more clearly, as both revolvers correctly open to the left.]]&lt;br /&gt;
[[File:MW2 Anaconda (9).jpg|thumb|none|600px|Cowboy-slinging the cylinder shut when wielding a knife alongside the Anaconda. Note how the revolver appears to be black in low-light instances.]]&lt;br /&gt;
[[File:AnacondaShepherd-MW2.jpg|thumb|none|600px|LTG Shepherd (voiced by [[Lance Henriksen]]) loads his Anaconda in the middle of a battlefield, feeling no need for any protective gear nor any concern for going Dirty Harry in Afghanistan.]]&lt;br /&gt;
[[File:Sheperd with his Anaconda in Endgame.jpg|thumb|none|600px|Shepherd with his Anaconda on a later level.]]&lt;br /&gt;
[[File:MW2 Anaconda (10).jpg|thumb|none|600px|Shepherd using his &amp;quot;backup&amp;quot; Anaconda after his &amp;quot;primary&amp;quot; Anaconda runs dry in the Museum bonus level. Note that a third one is still in his holster. If put into Last Stand, he may draw ''yet another'' .44 Magnum.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
As the remaster only includes the campaign story, the &amp;quot;.44 Magnum&amp;quot; is only available in the Museum bonus level outside of its appearances with General Shepard.&lt;br /&gt;
[[File:MW2R Anaconda (1).jpg|thumb|none|600px|Wielding the Colt magnum.]]&lt;br /&gt;
[[File:MW2R Anaconda (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:MW2R Anaconda (3).jpg|thumb|none|600px|Reloading the Anaconda - the animations are a bit more dramatic than before, still with all the rounds dump with a flick.]]&lt;br /&gt;
[[File:MW2R Anaconda (4).jpg|thumb|none|600px|Bringing up the speedloader with new rounds.]]&lt;br /&gt;
[[File:MW2R Anaconda (5).jpg|thumb|none|600px|Which is followed by a conspicuous snapping-of-the-cylinder-shut.]]&lt;br /&gt;
[[File:MW2R Anaconda (6).jpg|thumb|none|600px|Inspecting the cylinder - the rounds always appear to be unfired.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A [[Desert Eagle Mark XIX]] with a black barrel and slide and chrome frame is a sidearm available in MW2. It is equipped with Trijicon 3-dot sights, the current production barrel with a Picatinny rail, an unusable underbarrel SureFire X400 Ultra WeaponLight laser aiming module, and (rather bizarrely) an [[M1911]]-esque linearly-sliding trigger with 3 holes in it.&lt;br /&gt;
&lt;br /&gt;
It is the sidearm of arms dealer Alejandro Rojas' assistant and the Brazilian Militia. Surprisingly, quite a few Americans, most notably Corporal Dunn (voiced by [[Barry Pepper]]), use this gun as their preferred sidearm, despite real Rangers never having the Desert Eagle issued to them; in fact, the Desert Eagle has never been issued as a standard sidearm by any military whatsoever, having only ever been used by Poland's JW GROM premier special forces unit and Portugal's elite Special Operations Group police unit, in very limited service. &lt;br /&gt;
&lt;br /&gt;
In some cases, the old model from COD4 will be used in place of the new model.&lt;br /&gt;
&lt;br /&gt;
Similarly to the Anaconda, 100 kills are required to unlock the tactical knife, and no suppressor or extended magazines are available.&lt;br /&gt;
[[File:Desert-Eagle.jpeg|thumb|400px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
[[File:MW2 Desert Eagle.jpg|thumb|600px|none|Desert Eagle in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 DEagle (1).jpg|thumb|none|600px|Desert Eagle in first-person view.]]&lt;br /&gt;
[[File:MW2 DEagle (2).jpg|thumb|none|600px|Aiming down the 3-dot iron sights. The rear notch of the custom iron sights is spaced too far apart, which would make horizontal aiming difficult.&lt;br /&gt;
The front post is also misaligned, meaning the gun would shoot to the right were the player character to actually line up the sights properly.]]&lt;br /&gt;
[[File:MW2 DEagle (3).jpg|thumb|none|600px|Reloading the Desert Eagle.]]&lt;br /&gt;
[[File:MW2 DEagle (4).jpg|thumb|none|600px|Mag fully in; thumbing the slide stop.]]&lt;br /&gt;
[[File:MW2 DEagle (5).jpg|thumb|none|600px|[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]], the player character brandishes a pair of Desert Eagles.]]&lt;br /&gt;
[[File:MW2 DEagle (6).jpg|thumb|none|600px|The player character fires away at a forklift, expressing his dissatisfaction with the IMFDB comedy department for recycling old in-jokes.]]&lt;br /&gt;
[[File:MW2 DEagle (7).jpg|thumb|none|600px|Reloading the dual Deagles; here, the left gun's non-standard trigger is visible.]]&lt;br /&gt;
[[File:MW2 DEagle (8).jpg|thumb|none|600px|Aiming the Desert Eagle with a tactical knife.]]&lt;br /&gt;
[[File:MW2 Rojas assistant DEagle.jpg|thumb|600px|none|Rojas' assistant shoots a local gunman with his Desert Eagle. Unlike MW1, characters in MW2 show pain when hit. The choreography of this scene is an homage to the briefcase scene in ''[[Collateral]]''. In the remastered version after dispatching the first two gunmen, the assistant will pick up and use an AK dropped by one of them. This is much more logical than in the original where he continues to fire double(!!) the amount of bullets the mag itself can hold.]]&lt;br /&gt;
[[File:MW2Brazilpistol2.png|thumb|600px|none|The assistant aims his Desert Eagle moments after the above image.]]&lt;br /&gt;
[[File:MW2 DunnDeagle.jpg|thumb|600px|none|A close-up of CPL Dunn's (voiced by [[Barry Pepper]]) Desert Eagle. This and the one on the floor of the panic room in &amp;quot;Exodus&amp;quot; are the Call of Duty 4 models.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The Desert Eagle returns in the Remaster in the same configuration from the original only differing in that the SureFire X400 Ultra WeaponLight is being replaced with what appears to be a Sun Optics flashlight and laser/Streamlight TLR 2 HL G hybrid. A gold Desert Eagle reusing the ''Modern Warfare Remastered'' model is present as an easter egg in the level &amp;quot;Of Their Own Accord&amp;quot;. This time the pistol's hammer is correctly cocked.&lt;br /&gt;
[[File:MW2R DEagle (1).jpg|thumb|none|600px|As with the other remastered handguns, the Desert Eagle is chambered when initially equipped. The slide reads &amp;quot;Military Industries Inc.&amp;quot;, an alteration of the markings used on the real IMI model. Like in the original, the bottom rail is custom fitted unlike newer Desert Eagles with the integral bottom rail.]]&lt;br /&gt;
[[File:MW2R DEagle (2).jpg|thumb|none|600px|The .50 AE Deagle in idle.]]&lt;br /&gt;
[[File:MW2R DEagle (2.5).jpg|thumb|none|600px|Sighting in the magnum pistol.]]&lt;br /&gt;
[[File:MW2R DEagle (3).jpg|thumb|none|600px|Empty-reloading.]]&lt;br /&gt;
[[File:MW2R DEagle (4).jpg|thumb|none|600px|Inspecting the Desert Eagle. First the right side is viewed, and then Roach checks the magazine. Note that the underbarrel laser is a hybrid between Sun Optics flashlight/laser and Streamlight TLR 2 HL G complete with markings imitating the latter.]]&lt;br /&gt;
[[File:MW2R DEagle (5).jpg|thumb|none|600px|As with the two M9s, the dual Deagles have their hammers cocked when drawn.]]&lt;br /&gt;
[[File:MW2R DEagle (6).jpg|thumb|none|600px|Laying down the law with Desert Eagles.]]&lt;br /&gt;
[[File:MW2R DEagle (7).jpg|thumb|none|600px|And as with the other dual wield weapons, Roach will spin the Deagles around his fingers in the inspect animation.]]&lt;br /&gt;
[[File:DesertGold44.jpg|thumb|400px|none|Gold-plated Desert Eagle Mark XIX - .44 Magnum]]&lt;br /&gt;
[[File:MW2R golddeagle 0.jpg|thumb|none|600px|The aforementioned Golden Desert Eagle resting on a teddy bear in &amp;quot;Of Their Own Accord&amp;quot;.]]&lt;br /&gt;
[[File:MW2R golddeagle 1.jpg|thumb|none|600px|Reloading the gun shows that the magazine and bullets are also completely gold.]]&lt;br /&gt;
[[File:MW2R DEagle (8).jpg|thumb|none|600px|Aiming the Gold DEagle reveals the original style iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game in a [[Glock pistol series#Glock 17 (Converted to Full Auto)|full auto configuration]], with a 33-round magazine (50 if equipped with Extended Magazine), placed in the Machine Pistol category. Although it is called &amp;quot;G18&amp;quot;, referring to the select fire [[Glock 18]] manufactured by the same company, it has no selector switch, and the frame is olive-drab, which was only featured on their semi-automatic designs. It is a 3rd generation Glock, but modeled without any finger grooves; the magazine release is also missing. The rear sight is a fictional hybrid; it features both the factory-standard Glock white square U-notch, as well as two white dots like on a 3-dot aftermarket Glock sight.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the converted Glock 17 is used by the Brazilian Militia, Task Force 141, wounded Shadow Company soldiers if they are in &amp;quot;Last Stand&amp;quot; (a state in which a character is downed and can only use their sidearms, which sporadically happens to AI enemies in singleplayer and is a perk in multiplayer), and on occasion, Middle Eastern OpFor. The weapons is also available in several Spec-Ops missions.&lt;br /&gt;
&lt;br /&gt;
The weapon's extended magazine is present most of the time in first and third person, but disappears the weapon is shown in TF 141 characters' holsters, replaced by a flush-fit non-extended magazine. This is most evident on Soap: in &amp;quot;Takedown&amp;quot;, Soap holds his G18 on Rojas with the extended magazine easily visible, but his G18 has a regular magazine in his holster in other levels.&lt;br /&gt;
&lt;br /&gt;
While the weapon is held one-handed in first person, it is held with a two-handed grip in third person. When equipped with Extended Magazines, the starting ammo without Scavenger is 49 bullets plus the 50 in the gun itself. This means that if the weapon is emptied and reloaded, it will not have a full magazine.&lt;br /&gt;
&lt;br /&gt;
It is unlocked at level 22 (Master Sergeant) in multiplayer. The weapon has a high rate of fire, moderate recoil, but it is possible to utilize the recoil to get headshots. When paired with akimbo and extended magazine attachments, it is especially accurate and deadly, and is an effective sidearm.&lt;br /&gt;
[[File:Glock 12892-1-.jpg|thumb|none|350px|Glock 17 with OD Green frame - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mw2G18.jpg|thumb|none|600px|Glock 17 in the Create-a-Class menu. Note the absence of finger grooves and the magazine release.]]&lt;br /&gt;
[[File:MW2 G18 (1).jpg|thumb|none|600px|The automatic Glock 17 in first-person view. Note the olive-drab frame.]]&lt;br /&gt;
[[File:MW2 G18 (2).jpg|thumb|none|600px|Aiming down the sights. Note the hybrid U-notch and 3-dot rear sight design.]]&lt;br /&gt;
[[File:MW2 G18 (3).jpg|thumb|none|600px|Reloading a big long 33-round magazine that holds 32 rounds in singleplayer for some reason. Note that the top of the magazine is modeled solid.]]&lt;br /&gt;
[[File:MW2 G18 (4).jpg|thumb|none|600px|On an empty reload, the weapon is chambered by sling-shotting the slide (pulling back the slide and letting it go) instead of utilizing the slide release. The slide release is however used when the gun is dual-wielded (&amp;quot;akimbo&amp;quot;) or used on a snowmobile during the setpiece in &amp;quot;Cliffhanger&amp;quot;.]]&lt;br /&gt;
[[File:MW2 G18 (5).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
[[File:MW2 G18 (6).jpg|thumb|none|600px|Reloading the dual Glocks. Note the &amp;quot;Gluke&amp;quot; text on the side of the slide, and that the left weapon is clearly mirrored from the right.]]&lt;br /&gt;
[[File:MW2 G18 (7).jpg|thumb|none|600px|Reloading a &amp;quot;G18&amp;quot; fitted with a red dot sight attachment. Note the DLP Tactical UMP-1 Universal Pistol Scope Mount.]]&lt;br /&gt;
[[File:MW2 G17 S1.jpg|thumb|none|600px|Roach fires a Glock 17 on a snowmobile in the mission &amp;quot;Cliffhanger&amp;quot;. Upon firing the weapon, he finds himself disappointed that the weapon sounds less like a firearm and more like two pieces of sandpaper being rubbed together.]]&lt;br /&gt;
[[File:MW2 G17 S2.jpg|thumb|none|600px|Roach about to press the slide release inserting a new mag. This also gives a good view of the text on the slide: &amp;quot;Gluke T0319 Pistol Austria&amp;quot;.]]&lt;br /&gt;
[[File:MW2 G17 S3.jpg|thumb|none|600px|After releasing the slide.]]&lt;br /&gt;
[[File:MW2 G17 Ghost.jpg|thumb|none|600px|The Glock in TF141 Operative &amp;quot;Ghost&amp;quot;'s holster. Note the lack of any rear iron sights or magazine.]]&lt;br /&gt;
[[File:MW2-LASTSTAND.jpg|thumb|none|600px|The Glock also appears on the &amp;quot;Last Stand&amp;quot; and &amp;quot;Last Stand Pro&amp;quot; perk symbols.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18C (remastered version)===&lt;br /&gt;
The remastered version correctly depicts a [[Glock 18]], specifically the Glock 18C with compensator cuts. It is also held with two hands rather than one. It still incorrectly holds 32 rounds in the 33-round magazine and features the same fictional Glock u-notch and 3-dot hybrid rear sight as the original. The model appears to be an updated version from ''[[Call of Duty: Infinite Warfare]]''.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing]]&lt;br /&gt;
[[File:MW2R G18 1.jpg|thumb|none|600px|Drawing the G18C with the slide cocked fully back.]]&lt;br /&gt;
[[File:MW2R G18 2.jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:MW2R G18 3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R G18 4.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:MW2R G18 5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW2R G18 6.jpg|thumb|none|600px|The inspect animation has Roach twirl his pistol on his index finger allowing us to see the top...]]&lt;br /&gt;
[[File:MW2R G18 0.jpg|thumb|none|600px|...bottom..]]&lt;br /&gt;
[[File:MW2G180.jpg|thumb|none|600px|...and the front(!!) of the gun.]]&lt;br /&gt;
[[File:MW2R G18 8.jpg|thumb|none|600px|The Glock during the snowmobile chase sequence. An interesting note is how Roach's character model has a M1911 in his holster like Soap in this level, yet he uses a USP for the majority of the mission before switching to a Glock for the finale.]]&lt;br /&gt;
[[File:MW2R G18 9.jpg|thumb|none|600px|The Glock locked back after inserting a new mag.]]&lt;br /&gt;
[[File:MW2R G18 10.jpg|thumb|none|600px|After releasing the slide, which seems to be done with his thumb now, though no ambidextrous release is present. Note the use of 19-round magazines instead of the 33-round mags used normally, yet the bullet count remains the same.]]&lt;br /&gt;
[[File:MW2R G18 11.jpg|thumb|none|600px|The Glock 18 in TF141 Operative Ghost's holster. Note how the new higher quality model features both iron sights and a 19-round mag similar to what Roach uses for the chase sequence.]]&lt;br /&gt;
[[File:MW2R G18C (12).jpg|thumb|none|600px|Dual Glocks as found in &amp;quot;Takedown&amp;quot;.]]&lt;br /&gt;
[[File:MW2R G18C (13).jpg|thumb|none|600px|Dumping out spent 33-round magazines. Note the loaded witness holes, but empty lips.]]&lt;br /&gt;
[[File:MW2R G18C (14).jpg|thumb|none|600px|The inspect animation starts with bringing the G18Cs close together, similar to [[Killing Floor]]-style akimbo aiming.]]&lt;br /&gt;
&lt;br /&gt;
====LA-10u/PEQ Handheld Laser Designator====&lt;br /&gt;
In the remastered version of the level &amp;quot;Exodus&amp;quot;, the laser designator function used to guide supporting fire from &amp;quot;Badger 2-1&amp;quot; is now done by its own unique gadget rather than a visible red beam originating from barrel of whatever weapon Ramirez wields. It comprises of a tan Glock frame with something resembling a laser-based trainer system that replaces the pistol's slide; it seems to be an imitation of the LA-10u/PEQ Handheld Laser Designator.&lt;br /&gt;
[[File:MW2R Glock Laser (1).jpg|thumb|none|600px|The laser designator at the start of &amp;quot;Exodus&amp;quot;.]]&lt;br /&gt;
[[File:MW2R Glock Laser (2).jpg|thumb|none|600px|Aiming the device by its visible beam.]]&lt;br /&gt;
[[File:MW2R Glock Laser (3).jpg|thumb|none|600px|Inspecting the LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP#Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP45]] returns from ''[[Call of Duty 4: Modern Warfare]]'', appearing in singleplayer and multiplayer. It still features the incorrect extended barrel, and has an unremovable, unusable Viridian X5L Gen 1 combo module. It is one of the main sidearms of the Russian forces, including Ultranationalists and Internal Troops, as well as Task Force 141.&lt;br /&gt;
&lt;br /&gt;
In single player, the USP is always equipped with the tactical knife attachment. In multiplayer, the USP is unlocked at level 4 (Private First Class) and is an effective sidearm overall. It has a magazine capacity of 12 rounds, and 18 rounds with the extended magazines attachment. It can be equipped with a suppressor.&lt;br /&gt;
&lt;br /&gt;
The usage of the USP by the Russians is highly inaccurate, given Russian doctrine that focuses on using domestic weapons, guns like the [[Makarov PM]] and the [[MP-443 Grach]] would be more accurate.&lt;br /&gt;
[[File:HK-USP.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP45 - .45 ACP]]&lt;br /&gt;
[[File:Mw2usp45.jpg|thumb|none|600px|USP45 in the Create-a-Class menu. Note that it has the rear sight of a [[Heckler &amp;amp; Koch Mark 23]].]]&lt;br /&gt;
[[File:MW2 USP45 (1).jpg|thumb|none|600px|Holding the USP.]]&lt;br /&gt;
[[File:MW2 USP45 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 USP45 (3).jpg|thumb|none|600px|Reloading the USP, showing the &amp;quot;USP .45 ACP&amp;quot; markings on its slide.]]&lt;br /&gt;
[[File:MW2 USP supp 3.jpg|thumb|none|600px|Reloading the USP suppressed. Note the lack of bullets.]]&lt;br /&gt;
[[File:MW2 USP WORLD.jpg|thumb|none|600px|World model of the USP suppressed.]]&lt;br /&gt;
[[File:MW2 USP45 (4).jpg|thumb|none|600px|Akimbo USPs. Note that the left pistol doesn't have mirrored markings. Due to a bug the dual pistols are also treated as having the &amp;quot;tactical knife&amp;quot; attachment and have the faster melee attack speed, though a slower recovery than the actual &amp;quot;tactical knife&amp;quot;.]]&lt;br /&gt;
[[File:MW2 USP45 (5).jpg|thumb|none|600px|Reloading the left USP.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
Due to the remaster only covering the campaign and not the multiplayer nor spec ops, the USP is only seen paired with a knife. &lt;br /&gt;
[[File:MWR USP45 0.jpg|thumb|none|600px|Drawing the USP. Note the knife clipping through the slide]]&lt;br /&gt;
[[File:MW2R USP 1.jpg|thumb|none|600px|Drawing the USP suppressed has Roach tighten the suppressor, similar to the intro of the ''MW3'' Spec Ops mission &amp;quot;Hostage Taker&amp;quot;.]]&lt;br /&gt;
[[File:MW2R USP45 1.jpg|thumb|none|600px|Inspecting the weapon has Roach brush his knife on his arm.]]&lt;br /&gt;
[[File:MW2R USP45 2.jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:MW2R USP45 3.jpg|thumb|none|600px|Aiming. Note that the hammer is not correctly positioned. Whereas the original featured a &amp;quot;DAO&amp;quot; USP, this version of the gun is modeled and animated with a cocked hammer, though it is not quite far back enough to be caught by the sear on a real pistol.]]&lt;br /&gt;
[[File:MW2R USP45 4.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:MW2R USP45 5.jpg|thumb|none|600px|Reloading from empty. Note how the bullets are the same colour as the magazine for some reason despite the casing above being brass.]]&lt;br /&gt;
[[File:MW2R USP 4.jpg|thumb|none|600px|Reloading from empty with a suppressor.]]&lt;br /&gt;
[[File:MW2R USP45 6.jpg|thumb|none|600px|World model of the USP, which has a few differences from its COD4: MWR counterpart.]]&lt;br /&gt;
[[File:MW2R USP WORLD.jpg|thumb|none|600px|World model of the USP with a suppressor, which appears to be based on the Knight's Armament suppressor used on the MK23.]]&lt;br /&gt;
&lt;br /&gt;
==M1911 variant==&lt;br /&gt;
The same [[M1911]] variant (closest to a [[Springfield Armory 1911 Series|Springfield Armory Loaded 1911]]) given to Soap by Captain Price in the first game during the final level &amp;quot;Game Over&amp;quot; reappears in the second game. It is carried by Soap, visible on his holster in &amp;quot;Cliffhanger&amp;quot; level. Its appearance is more story than gameplay-important. Some Ghillie snipers and FSB troops are also seen with it holstered, though they never use them and tend to switch to a Heckler &amp;amp; Koch USP45 that magically appears. One militia member also carries one during a cutscene.&lt;br /&gt;
&lt;br /&gt;
It is only usable in the museum bonus level, where it possesses a bug in its reloading animation; when emptied, there is a noticeable pause of a few seconds before the reload animation plays out. In multiplayer, when the player is using a sniper rifle as their primary weapon, on an arctic or desert type map, the M1911 will appear in either the player's holster or on their belt.&lt;br /&gt;
[[File:SA loaded m1911.jpg|thumb|none|350px|Springfield Armory Loaded M1911A1 - .45 ACP. The one seen in the game has silver bushing and pale G-10 Gunner grips.]]&lt;br /&gt;
[[File:MW2Soap.jpg|thumb|600px|none|Soap (voiced by [[Kevin McKidd]]) climbs an icy cliff with a holstered M1911 pistol.]]&lt;br /&gt;
[[File:MW2 M1911 (1).jpg|thumb|none|600px|Holding the M1911 on a bizarre scene.]]&lt;br /&gt;
[[File:MW2 M1911 (2).jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:MW2 M1911 (3).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:MW2 Militia Drops 1911.jpg|thumb|600px|none|A militiaman attempting to arrest Rojas' assistant drops an M1911 after being shot. Interestingly enough, once gameplay starts, the weapons turns into a Beretta 92SB.]]&lt;br /&gt;
[[File:MW2-holsteredM1911.jpg|thumb|none|600px|A dead Ghillie sniper with a holstered M1911.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
When Soap meets Price in the remastered version of &amp;quot;The Gulag&amp;quot;, he is seen holding the M1911 with a teacup grip. This is strange, considering that he used a more appropriate stance in the original game.&lt;br /&gt;
[[File:MW2R M1911 (1).jpg|thumb|none|600px|Drawing the M1911.]]&lt;br /&gt;
[[File:MW2R M1911 (2).jpg|thumb|none|600px|Idle. The hammer is cocked, but not quite far enough.]]&lt;br /&gt;
[[File:MW2R M1911 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW2R M1911 (4).jpg|thumb|none|600px|Reloading the M1911 from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] is found in-game, categorized as a Machine Pistol, and known as the TMP, the original version manufactured by Steyr. The weapon features a scope rail, an olive lower receiver, ghost ring sights, and unused side rails. It is often seen in singleplayer, where it is used by Middle Eastern OpFor, Russian Airport Security Police, Makarov's Ultranationalists, and Shadow Company, and is often dual-wielded (with an expected drop in accuracy); a few unique cases allow the player to acquire akimbo MP9s with red dot sights attached, a combination that is impossible in multiplayer given the sights on dual-wielded weapons cannot be used.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the MP9 has an incorrect 32-round magazine, while in multiplayer it has a correct but small 15 round magazine (which can be emptied in about 1 second, and only increased to 25 with Extended Mags). It has low recoil and great accuracy when aiming down its sights. It is unlocked at level 58, making it the final machine pistol unlocked, but it is hugely unpopular on account of its absurdly small magazine size, high unlock rank, poor hip-fire accuracy and low damage. This results in it being overlooked in favor of other, better-performing and easier to acquire machine pistols.&lt;br /&gt;
&lt;br /&gt;
Although of Swiss origin, the use of the Brügger &amp;amp; Thomet MP9 by the Russian Airport Security during the &amp;quot;No Russian&amp;quot; level is correct, as it is in use by the FSB Alpha counterterrorist unit and by Russian law enforcement in real life.&lt;br /&gt;
&lt;br /&gt;
[[File:Mp9tmp.jpg|thumb|none|350px|B&amp;amp;T MP9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2 MP9 (1).jpg|thumb|none|600px|The MP9 in first-person.]]&lt;br /&gt;
[[File:MW2 MP9 (2).jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:MW2 MP9 (3)mwstore.jpg|thumb|none|600px|Reloading the MP9.]]&lt;br /&gt;
[[File:MW2 MP9 (4).jpg|thumb|none|600px|Pulling the charging handle; note the strange ejection port.]]&lt;br /&gt;
[[File:MW2 MP9 (5).jpg|thumb|none|600px|Akimbo MP9s.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered MP9 has a correctly modeled ejection port and side rails.&lt;br /&gt;
[[File:MW2R MP9 (1).jpg|thumb|none|600px|The B&amp;amp;T MP9 in the remaster.]]&lt;br /&gt;
[[File:MW2R MP9 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R MP9 (3).jpg|thumb|none|600px|Loading a new magazine.]]&lt;br /&gt;
[[File:MW2R MP9 (4).jpg|thumb|none|600px|Charging the MP9. This is also its draw animation.]]&lt;br /&gt;
[[File:MW2R MP9 (5).jpg|thumb|none|600px|Inspecting the MP9's stick mag.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears simply as &amp;quot;P90&amp;quot; in MW2. It is used by Russians and US Shadow Company members in single player. Unlocked at level 24 in multiplayer, the P90 is a popular choice for the same reason as in real life: it is compact, has a large capacity and low recoil, does good damage and has a high rate of fire.&lt;br /&gt;
&lt;br /&gt;
It's another questionable weapon choice for the Russian Army, a more accurate choice would be the PP-2000 already in the game or the [[AS_Val#SR-2_Veresk|SR-2 Veresk]].&lt;br /&gt;
&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw2P90.jpg|thumb|none|600px|The P90 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 P90 (1).jpg|thumb|none|600px|Holding the P90.]]&lt;br /&gt;
[[File:MW2 P90 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 P90 (3).jpg|thumb|none|600px|Slapping in a new magazine.]]&lt;br /&gt;
[[File:MW2 P90 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 P90 (5).jpg|thumb|none|600px|Dual-wielding P90s. One has to wonder how exactly does a man reload two P90s at the same time.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
Just like ''Modern Warfare Remastered'', the translucent magazine now shows depleting rounds. The laser also works in IR mode, as seen through night vision goggles. &lt;br /&gt;
[[File:MW2R P90 (1).jpg|thumb|none|600px|The P90 in idle.]]&lt;br /&gt;
[[File:MW2R P90 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2R P90 (3).jpg|thumb|none|600px|Slapping in a fresh magazine.]]&lt;br /&gt;
[[File:MW2R P90 (4).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[MP5K]], equipped with a custom Rail Interface System and a threaded barrel, appears in ''Modern Warfare 2''. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, Rangers, Task Force 141, Russian Internal Troops / FSB, and some Russian soldiers / Ultranationalists. It comes with a foregrip in multiplayer, but in singleplayer this is absent, which presumably makes sense to somebody. It is often seen with a Red Dot Sight. The world model depicts it with a 15-round magazine, though the first person and Create A Class images both show the correct 30-round magazine.&lt;br /&gt;
&lt;br /&gt;
A suppressed version, the &amp;quot;MP5KSD&amp;quot;, is available in the campaign mission &amp;quot;Loose Ends&amp;quot; and in the Spec Ops missions &amp;quot;Hidden&amp;quot; and &amp;quot;Estate Takedown&amp;quot;. The real 'SD' suffix is used by H&amp;amp;K for their integrally suppressed MP5 variants, which the in-game weapon is not. In cases where the suppressed MP5K is paired with a red dot sight (as seen in the campaign levels &amp;quot;The Enemy of My Enemy&amp;quot; and &amp;quot;Just Like Old Times&amp;quot; and in several of the Spec Ops missions), the weapon is more appropriately labeled &amp;quot;MP5K Silenced Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MP5K-RIS-airsoft.jpg|thumb|none|350px|'''Airsoft''' Jing Gong MP5K RIS JG202. How the MP5K looks in the game (with some differences).]]&lt;br /&gt;
[[File:381.jpg|thumb|none|400px|MP5K R.I.S. System (modeled after an ICS Airsoft RAS)]]&lt;br /&gt;
[[File:Mw2Mp5k.jpg|thumb|none|600px|The MP5K in Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 MP5K (1).jpg|thumb|none|600px|Drawing the weapon with a good-ol' HK slap.]]&lt;br /&gt;
[[File:MW2 MP5K (2).jpg|thumb|none|600px|The MP5K in the player's hands.]]&lt;br /&gt;
[[File:MW2 MP5K (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 MP5K (4).jpg|thumb|none|600px|Reloading the MP5K.]]&lt;br /&gt;
[[File:MW2 MP5K (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 MP5K (6).jpg|thumb|none|600px|Dual-wielding MP5Ks.]]&lt;br /&gt;
[[File:MP5KSD-MW2.jpg|thumb|none|600px|A suppressed MP5K with red dot sight in &amp;quot;The Enemy of My Enemy&amp;quot;.]]&lt;br /&gt;
[[File:MP5KSD2-MW2.jpg|thumb|none|600px|Reloading the suppressed MP5K. Note the clear lack of a foregrip. The weapon has an S-E-F lower receiver, with the fire selector set to safe. However, the selector switch itself is that of a Navy trigger group, and is set to a position that would be pointing towards the semi-auto position on a Navy lower.]]&lt;br /&gt;
[[File:MW2MP.jpg|thumb|none|600px|Russian Internal Troops' supply units (notable by their white griffin patches) firing MP5K submachine guns behind riot shields. Note the shorter magazines.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remaster uses an HK slap-style empty reload for the MP5K, contrarily to the original game which involved pulling the charging handle after swapping magazines.&lt;br /&gt;
[[File:MW2R MP5K (1).jpg|thumb|none|600px|As with the original game, the equip animation shows the MP5K getting chambered, although the bolt never moves and seems to be a flat texture here.]]&lt;br /&gt;
[[File:MW2R MP5K (2).jpg|thumb|none|600px|The RIS foregrip is also absent again.]]&lt;br /&gt;
[[File:MW2R MP5K (3).jpg|thumb|none|600px|ADS of the MP5K.]]&lt;br /&gt;
[[File:MW2R MP5K (4).jpg|thumb|none|600px|Locking the bolt back on the empty reload.]]&lt;br /&gt;
[[File:MW2R MP5K (5).jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[File:MW2R MP5K (6).jpg|thumb|none|600px|Chambering the MP5K. The weapon has a proper SEF selector switch, though it is still set to safe.]]&lt;br /&gt;
[[File:MW2R MP5K (7).jpg|thumb|none|600px|The same inspection animation from ''Modern Warfare Remastered'' is also performed with the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is a submachine gun appearing in both singleplayer and multiplayer. Like the MP5K, Picatinny rails were added to the weapon. In singleplayer, it is used by Russian police, Russian military, Shadow Company, and Task Force 141. In multiplayer, it can be equipped with extended magazines like all the other SMGs. It incorrectly holds 32 rounds in multiplayer by default, but correctly holds 25 rounds in singleplayer. It is insanely popular online due to suffering a negligible damage decrease when suppressed. Interestingly, the front sight is removed when optics are attached, which is only possible by way of completely chopping it off.&lt;br /&gt;
&lt;br /&gt;
A more appropriate alternative Russian-made firearm in this category would be the PP-19 Bizon, the PP-90M1 or the PP-19-01 Vityaz submachine guns, which are used by military and police forces in the Russian Federation, including various Spetsnaz units and counter-terrorist and law enforcement units.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Mw2Ump45.jpg|thumb|none|600px|The UMP45 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 UMP45 (1).jpg|thumb|none|600px|Holding the UMP45.]]&lt;br /&gt;
[[File:MW2 UMP45 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 UMP45 (3).jpg|thumb|none|600px|Reloading. An attempt has been made to portray the rounds inside the magazine, though they're pretty obviously just a 2D texture. The white line on the selector lever is textured at the wrong place; given the current setting of the fire selector, the line is supposed to be pointing towards the full-auto position at the bottom right, not the upper safe position as shown here. Nevertheless, the third-person model is textured correctly.]]&lt;br /&gt;
[[File:MW2 UMP45 (4).jpg|thumb|none|600px|Like the MP5K, the charging handle is pulled after the magazines are swapped.]]&lt;br /&gt;
[[File:MW2 UMP45 (5).jpg|thumb|none|600px|Dual-wielding UMP45s.]]&lt;br /&gt;
[[File:MW2TR5.jpg|thumb|none|600px|A Russian soldier holds a UMP45 fitted with a reflex scope. Note the absent front sight and intangible rear sight.]]&lt;br /&gt;
[[File:MW2 screen 24-1255733504.jpg|thumb|none|600px|The Shadow Company soldier on the far left wields a UMP45 with an EOTech sight. This screenshot is from an early version of the game; note the front sight is still present.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The UMP in the remaster has different markings on the receiver, and for some reason the reloading animations have been completely redone, without an HK slap-style reload like the MP5K.&lt;br /&gt;
[[File:MW2R UMP45 (1).jpg|thumb|none|600px|Initially-equipping the UMP results in a rather awkward palming of the charging handle.]]&lt;br /&gt;
[[File:MW2R UMP45 (2).jpg|thumb|none|600px|The H&amp;amp;K UMP taken from a Russian airport security officer.]]&lt;br /&gt;
[[File:MW2R UMP45 (3).jpg|thumb|none|600px|The UMP's iron sights.]]&lt;br /&gt;
[[File:MW2R UMP45 (4).jpg|thumb|none|600px|The new reload animation. The HK markings have been replaced by the fictional &amp;quot;Schmidt &amp;amp; Meier&amp;quot;, and the fire selector gained a (merely cosmetic) 2-round burst setting. The selector switch is erroneously pointed towards said burst mode.]]&lt;br /&gt;
[[File:MW2R UMP45 (5).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:MW2R UMP45 (6).jpg|thumb|none|600px|As with the MP5K, Allen plays with the magazine in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi]] returns from ''[[Call of Duty 4: Modern Warfare]]''. In singleplayer, it is used by Brazilian militiamen, Middle Eastern OpFor, and rarely by Makarov's Ultranationalists in the mission &amp;quot;Enemy of My Enemy&amp;quot;. Near the end of the game, the player gets to fire an Uzi during a boat chase. Like in ''Call of Duty 4'', it is incorrectly shown with a reciprocating charging handle.&lt;br /&gt;
&lt;br /&gt;
[[File:MiniUzi 01.jpg|thumb|none|400px|Mini Uzi with stock folded - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (1).jpg|thumb|none|600px|The Mini Uzi in first-person view. Unlike in ''Call of Duty 4'', the Mini Uzi in ''Modern Warfare 2'' has its stock unfolded, though it is still held with only one hand.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (6).jpg|thumb|none|600px|As in MW1, the sights are not properly lined up, and the gun would shoot high in reality.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (2).jpg|thumb|none|600px|This image shows what the sights should look like (though the front post is still too high).]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (3).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (4).jpg|thumb|none|600px|Racking the bolt.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (5).jpg|thumb|none|600px|Akimbo Uzis.]]&lt;br /&gt;
[[File:381.png|thumb|none|600px|Soap shoots his Mini Uzi while chasing an enemy zodiac.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The Mini Uzi fires from an open bolt in the remastered version, and appropriately has a non-reciprocating charging handle.&lt;br /&gt;
[[File:MW2R Mini-Uzi (1).jpg|thumb|none|600px|Picking up the Mini Uzi results in a new initial-chambering animation.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (2).jpg|thumb|none|600px|The IMI Mini Uzi in the remaster.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (3).jpg|thumb|none|600px|Aiming with aligned sight.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (4).jpg|thumb|none|600px|Tossing aside a spent magazine when reloading.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (5).jpg|thumb|none|600px|Charging the Mini Uzi.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (6).jpg|thumb|none|600px|The inspect animation is much the same as with the COD4 remaster.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (7).jpg|thumb|none|600px|Weilding two Mini Uzis.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (8).jpg|thumb|none|600px|Inspecting the dual Mini Uzis.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] appears in the game and is categorized as a Machine Pistol. Despite being a rare example of a modern Russian firearm in the original ''Modern Warfare'' trilogy, it is only ever used by Russian Paratroopers and Makarov's Ultranationalists as a backup sidearm, most notably in the injured &amp;quot;last stand&amp;quot; state. Interestingly, like the Glock 17, the enemies fire the weapon in semi-auto in last stand, and the enemies will usually discharge a few rounds when they are shot in last stand. The PP-2000 can be equipped with assorted sights, scopes and accessories, including a thermal sight exclusive to the level &amp;quot;The Only Easy Day ... Was Yesterday&amp;quot;. It is an all around effective weapon in multiplayer due to its high rate of fire and low recoil, the weapon's only drawback is its 20 round magazine.&lt;br /&gt;
[[File:Pp-2000.jpg|thumb|none|400px|PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mw2Pp2000.jpg|thumb|none|600px|The PP-2000 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 PP2000 (1).jpg|thumb|none|600px|Drawing the PP-2000, which involves disengaging the safety with the off hand, much like the HK91 in ''Call of Duty 4''. Interestingly, however, the safety lever actually moves this time.]]&lt;br /&gt;
[[File:MW2 PP2000 (2).jpg|thumb|none|600px|Holding the PP-2000.]]&lt;br /&gt;
[[File:MW2 PP2000 (3).jpg|thumb|none|600px|Aiming down the small iron sights.]]&lt;br /&gt;
[[File:MW2 PP2000 (4).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MW2 PP2000 (5).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2 PP2000 (6).jpg|thumb|none|600px|The player character fires a pair of PP-2000s.]]&lt;br /&gt;
[[File:MW2 PP2000 (7).jpg|thumb|none|600px|Reloading the two PP-2000s.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remaster, the player character actually grasps the front grip of the PP-2000 rather than firing the weapon one-handed. When equipped, the safety is no longer flicked off either; the character simply charges the PP-2000.&lt;br /&gt;
[[File:MW2R PP-2000 (1).jpg|thumb|none|600px|A PP-2000 taken from a Ultranationalist paratrooper in &amp;quot;Wolverines!&amp;quot;]]&lt;br /&gt;
[[File:MW2R PP-2000 (2).jpg|thumb|none|600px|Sighting in the Ural truck.]]&lt;br /&gt;
[[File:MW2R PP-2000 (3).jpg|thumb|none|600px|Reloading the PP-2000.]]&lt;br /&gt;
[[File:MW2R PP-2000 (4).jpg|thumb|none|600px|Working the SMG's action.]]&lt;br /&gt;
[[File:MW2R PP-2000 (5).jpg|thumb|none|600px|Right side of the PP-2000.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector|Prototype TDI Vector]], fitted with a Gen 1 stock and using KRISS 25+ round extended Glock magazines that hold 30 rounds in gameplay, appears as an SMG in MW2. In singleplayer, it is used by Russian Troops, Shadow Company, and occasionally by Task Force 141 and Brazilian Militiamen. It is highly incorrect for the Russian Ultranationalists (except Makarov's gun-smuggling terrorists) to use the TDI Vector as a Personal Defense Weapon, as it is a weapon of US origin. A more likely alternative would be the PP-2000 featured in the game or the [[SR-2#SR-2_Veresk|SR2-Veresk]].&lt;br /&gt;
&lt;br /&gt;
It is generally fitted with a reflex sight, and it uses a suppressor in some levels. Its default finish is the two-tone black and tan finish like the real-life prototype; in &amp;quot;Just Like Old Times&amp;quot;, Soap's Vector has a unique black finish.&lt;br /&gt;
&lt;br /&gt;
As with some of the other in-game weapons, the iron sights have Infinity Ward trademarks on them.&lt;br /&gt;
[[File:Krisssuperv.jpg|thumb|none|450px|Prototype TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector SMG - .45 ACP]]&lt;br /&gt;
[[File:Mw2Vector.jpg|thumb|none|600px|The Vector in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 Vector (1).jpg|thumb|none|600px|The draw animation of the Vector has the player character flipping the stock open.]]&lt;br /&gt;
[[File:MW2 Vector (2).jpg|thumb|none|600px|Holding the Vector.]]&lt;br /&gt;
[[File:MW2 Vector (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 Vector (4).jpg|thumb|none|600px|Loading new magazine.]]&lt;br /&gt;
[[File:MW2 Vector (5).jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[File:MW2 Vector (6).jpg|thumb|none|600px|Dual-wielding Vectors.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The Vector returns in much a largely unchanged appearance in ''Modern Warfare 2 Campaign Remastered''. The trigger group and pistol grip now have the same finish as the rest of the upper receiver though. In some missions, the Vector's lower has a desert camo finish, which was not seen in the original campaign story.&lt;br /&gt;
[[File:MW2R Vector (1).jpg|thumb|none|600px|Unfolding the remastered Vector's stock.]]&lt;br /&gt;
[[File:MW2R Vector (2).jpg|thumb|none|600px|The basic Vector in idle.]]&lt;br /&gt;
[[File:MW2R Vector (3).jpg|thumb|none|600px|ADS of the Vector.]]&lt;br /&gt;
[[File:MW2R Vector (4).jpg|thumb|none|600px|Reloading the extended Glock magazine]]&lt;br /&gt;
[[File:MW2R Vector (5).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:MW2R Vector (6).jpg|thumb|none|600px|Inspecting the Vector results in a brass check.]]&lt;br /&gt;
[[File:MW2R Vector (7).jpg|thumb|none|600px|Soap's black Vector in &amp;quot;Just Like Old Times&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A heavily customized AK hybrid appears in ''Modern Warfare 2'' as the &amp;quot;AK-47&amp;quot;. It has the milled receiver of an [[AK-47]], but with the ribbed top cover, 90 degree gas block, and front sight block of an [[AK-74]]. Additionally, it weirdly has one single rivet at the bottom rear of the receiver; its position is somewhat similar to the bottom rivet of a [[Draco Pistol]]. It is fitted with an LHV47 (or its airsoft clone from King Arms) railed handguard, IO Inc SCOP0040 scope mount, T6 stock adapter, Vltor IMod Stock, and a [[Saiga 12]] breaching muzzle brake. It feeds from Finnish AK polymer magazines. Overall, it appears the whole build has been based on some airsoft set like the G&amp;amp;P AK Tactical Conversion Kit which contains replicas of the listed above items.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by almost all enemy factions, including the Russian Military, Ultranationalists, and the Brazilian Militia. Most AK-47s are seen with arctic or desert camouflage, although some in the level &amp;quot;Loose Ends&amp;quot; have digital and woodland camouflage. It is the last weapon unlocked in multiplayer at level 70, and as such does not see much use as most players prefer to Prestige instead.&lt;br /&gt;
&lt;br /&gt;
Its depiction is wildly inaccurate for the Russian Army and even Makarov's Ultranationalists; these groups would be more likely use the [[AK-74M]] or possibly some rifles of the [[AK-100 series]]. At the time of the game's making, the Russians weren't considering modernizing the old AKs let alone use aftermarket US made accessories, however, Kalashnikov Concern introduced the universal upgrade package for AKs in 2015 which interestingly almost coincides with the game's 2016 setting.&lt;br /&gt;
&lt;br /&gt;
[[File:Ak47mw.2.jpg|thumb|none|500px|'''Photoshopped''' AKM fitted with Tapco Intrafuse and T6 furniture sets and a Vltor Modstock and Stock Adapter, to look like the weapon in ''Modern Warfare 2'' - 7.62x39mm]]&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|500px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:MW2 AK47 (1).jpg|thumb|none|600px|Holding the custom AK.]]&lt;br /&gt;
[[File:MW2 AK47 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 AK47 (3).jpg|thumb|none|600px|Reloading the AK. Note that the top of the magazine is modeled as a solid block. The rifle appears to be manufactured by the Izhevsk Mechanical Plant as evidenced by the arrow inside triangle factory marking. The factory markings and serial number are in the proper place, however, instead of year of production it has has the letters &amp;quot;EP&amp;quot;. While this kind of letter markings was used, though on the fire selector, the denomination of EP is fictional as E was used to denote East German AKs and P for Polish ones.]]&lt;br /&gt;
[[File:MW2 AK47 (4).jpg|thumb|none|600px|Pulling the charging handle...]]&lt;br /&gt;
[[File:MW2 AK47 (5).jpg|thumb|none|600px|...which appears to stick out of a non existent bolt when looking at the right side of the rifle. Note the redundant serial number stamped on a place it doesn't belong. Additionally, the fire selector is incorrectly set to semi-auto.]]&lt;br /&gt;
[[File:CptMacTavishAk47.jpg|thumb|none|600px|Captain John &amp;quot;Soap&amp;quot; MacTavish with his AK; the third-person model has the selector correctly set to full-auto. Note the Saiga 12 door breaching muzzle, and the AK-74/AK-101/AK-103 gas block and front sight block.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered model resembles the previous one, but the AK-74 style gas block and front sight block have been replaced by those of an [[AKM]]. Additionally, the weapon now has Yugoslavian &amp;quot;U-R-J&amp;quot; selector markings on the right side and the original IO Inc SCOP0040 mount has been replaced with a BP-02 mount.&lt;br /&gt;
[[File:MW2R AK-47 (1).jpg|thumb|none|600px|Pvt. Ramirez holds up Burger Town with his tacticool AK-47.]]&lt;br /&gt;
[[File:MW2R AK-47 (2).jpg|thumb|none|600px|ADS of the AK.]]&lt;br /&gt;
[[File:MW2R AK-47 (3).jpg|thumb|none|600px|Reloading the waffle magazine. Note the rather MW3 style BP-02 mount instead of the original MW2 IO Inc SCOP0040 mount.]]&lt;br /&gt;
[[File:MW2R AK-47 (4).jpg|thumb|none|600px|Charging the rifle.]]&lt;br /&gt;
[[File:MW2R AK-47 (5).jpg|thumb|none|600px|The AK's right side. The fire selector is still set to semi-auto, and now this applies to the third-person model as well.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] is one of the most common weapons in the game. The in-game model features an A.R.M.S. #50C-TR S.I.R. system, flip-up PRI front sight gas block, A.R.M.S. #40L rear back up iron sights and a triple loop ambi sling adapter receiver end plate. The rail covers, lower receiver, stock, and pistol grip are all in tan. A KAC foregrip is fitted in first-person only, for some reason. The serrations on the back of the pistol grip confirms it to be an A2 but it is depicted without a finger groove and bottom toe.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is the first weapon provided to the player. It is primarily used by the U.S. Army Rangers and Task Force 141, including Soap. During &amp;quot;No Russian&amp;quot;, Vladimir Makarov and his terrorist group are also armed with the M4A1. The M4A1 is commonly equipped with the [[M203 grenade launcher]], often alongside other attachments. A suppressed M4A1 is available in the level &amp;quot;Museum&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The rifles in-game are apparently Colt-manufactured, with Colt's &amp;quot;prancing pony&amp;quot; logo stamped on the left side of the lower receiver on the in-game model. Curiously, the M4A1 held by Soap in one of the promotional images has a Bushmaster stamp on it.&lt;br /&gt;
&lt;br /&gt;
The rifle is modeled after the Tokyo Marui M4 S-System airsoft rifle and the STANAG magazines found in the webbing of some characters are actually modeled after airsoft magazines as evidenced by the circular opening at the top of the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Tokyo Marui M4 S-System.jpg|thumb|none|500px|'''Airsoft''' Tokyo Marui M4A1 S-System]]&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:A.R.M.S. Rail.jpg|thumb|none|400px|An A.R.M.S. #50C-TR S.I.R.]]&lt;br /&gt;
[[File:MW2 M4A1 (1).jpg|thumb|none|600px|Drawing the M4A1 by dramatically racking the charging handle.]]&lt;br /&gt;
[[File:MW2 M4A1 (2).jpg|thumb|none|600px|Holding the M4A1.]]&lt;br /&gt;
[[File:MW2 M4A1 (3).jpg|thumb|none|600px|The iron sights. When any alternate sights are mounted, these sights are flipped down in first-person; they're always flipped up in third person.]]&lt;br /&gt;
[[File:MW2 M4A1 (4).jpg|thumb|none|600px|Reloading the M4A1. The magazines seem to be taped in order to increase friction and make gripping easier.]]&lt;br /&gt;
[[File:MW2 M4A1 (5).jpg|thumb|none|600px|Pressing the bolt release. Note that the fire selector is set to semi-auto while the weapon actually fires in full auto, a common modeling mistake.]]&lt;br /&gt;
[[File:MW2 M4A1 (6).jpg|thumb|none|600px|View of the right side of the M4A1, showing off that the right side a low detail mirror of the left.]]&lt;br /&gt;
[[File:MW2 screen 16-1255734153.jpg|thumb|none|600px|Lt. Simon &amp;quot;Ghost&amp;quot; Riley with his M4A1 during &amp;quot;The Only Easy Day... Was Yesterday&amp;quot;. Note that the right side of the weapon is a mirror of the left side, meaning that the M4A1 lacks many key components, such as the ejection port, forward assist, brass deflector and magazine release button. The same goes for the [[M16A4]].]]&lt;br /&gt;
[[File:MW2 M4render.jpg|thumb|none|600px|A wireframe-eque rendering of the M4/M203 combo in the intro cutscene of &amp;quot;Team Player&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered M4A1 has the fire select actually on full-auto, the pistol grip is now a properly modelled A2, the castle nut is now tan and the receiver end plate is now standard and the right side of the rifle is no longer a low resolution mirror of the left, but is properly textured. Some M4A1s issued and used in levels feature the laser-designating function sport AN/PEQ-2 IR designators from ''Modern Warfare Remastered.'' The empty reload also shows the operator smacking the bolt release tab rather than thumbing it as with the original game.&lt;br /&gt;
&lt;br /&gt;
The STANAG magazines found in the webbing of some characters are once again modeled after airsoft magazines.&lt;br /&gt;
[[File:MW2R M4A1 (1).jpg|thumb|none|600px|Retrieving the M4A1 of the table in the opening training segment. For some reason the KAC vertical grip is attached to an additional piece of picatinny rails which is on top of the already existing one.]]&lt;br /&gt;
[[File:MW2R M4A1 (2).jpg|thumb|none|600px|The M4A1 on the training range.]]&lt;br /&gt;
[[File:MW2R M4A1 (3).jpg|thumb|none|600px|Following Sgt. Foley's wisdom, Allen aims down his sights on a target.]]&lt;br /&gt;
[[File:MW2R M4A1 (4).jpg|thumb|none|600px|Loading the M4 with a thirty-round STANAG.]]&lt;br /&gt;
[[File:MW2R M4A1 (5).jpg|thumb|none|600px|Clapping the bolt release in a manner similar to the SCAR-H.]]&lt;br /&gt;
[[File:MW2R M4A1 (6).jpg|thumb|none|600px|Getting a full view of the M4A1. The lower receiver lacks an auto-sear pin.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16A4]] appears in the game as a burst-firing assault rifle. In singleplayer, it is seen in the hands of the U.S. Army Rangers and Task Force 141. Like the M4A1, many of these have M203 grenade launchers. It is equipped with the IMI Defense MRS-M handguard which is depicted with slightly misplaced and fewer vent holes.&lt;br /&gt;
&lt;br /&gt;
Just like in ''[[Call of Duty 4: Modern Warfare]]'', when the M16 is mounted with optics, the front sight and the gas block are removed. This would render the gun unable to fire automatically after the first shot. The shooter would have to manually load a round into the chamber by racking the bolt, effectively making the gun a bolt action.&lt;br /&gt;
[[File:M16A4withANPEQ%26ACOG.jpg|thumb|none|500px|M16A4 Modular Weapon System - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2M16.jpg|thumb|none|600px|The M16A4 in the create-a-class menu.]]&lt;br /&gt;
[[File:MW2 M16A4 (1).jpg|thumb|none|600px|Holding the M16A4. Note the rail covers and the Picatinny rail inside the carrying handle; said rail is never used, as the handle is always removed and replaced with a long piece of rail when other sights are mounted. The rear sight on the handle itself is enlarged to clear said rail.]]&lt;br /&gt;
[[File:MW2 M16A4 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 M16A4 (3).jpg|thumb|none|600px|Reloading the M16A4. Not only the fire selector is incorrectly set to semi-auto, but also it has Safe/Semi/Auto markings (like an M16A3) rather than the appropriate Safe/Semi/Burst.]]&lt;br /&gt;
[[File:MW2 M16A4 (4).jpg|thumb|none|600px|Pressing the bolt release, while watching the tiny stub of a sling attached to the front sling swivel flop around uselessly as the rifle moves.]]&lt;br /&gt;
[[File:MW2 M16A4 (5).jpg|thumb|none|600px|The rifle's right side is rather worryingly absent in first-person.]]&lt;br /&gt;
[[File:382.png|thumb|none|600px|A US Army Ranger fires his M16A4 fitted with ACOG. Note that the front sight is removed, and that the right side is just a mirror of the left.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered M16A4 reuses the same reload animations from the ''Call of Duty 4: Modern Warfare'' version instead of sharing animations with the M4A1, as is the case in the original ''MW2''. It has proper Safe/Semi/Burst selector markings, but the barrel incorrectly has an M203 groove, like in ''[[Call of Duty: Modern Warfare Remastered]]''. Like the M4A1 in the remaster, the right side of the rifle is no longer a low resolution mirror of the left but properly modeled. The front sight also disappears completely when optics are attached, as in the original game.&lt;br /&gt;
[[File:MW2R M16A4 (1).jpg|thumb|none|600px|Drawing a M16A4/M203 combo; the user racks the weapon's charging handle.]]&lt;br /&gt;
[[File:MW2R M16A4 (2).jpg|thumb|none|600px|Holding the M16A4.]]&lt;br /&gt;
[[File:MW2R M16A4 (3).jpg|thumb|none|600px|Aiming down the iron sights. The rear aperture is ridiculously tall, defeating the purpose of the carry handle's wings, which are meant to protect the aperture from damage.]]&lt;br /&gt;
[[File:MW2R M16A4 (4).jpg|thumb|none|600px|Loading a new magazine.]]&lt;br /&gt;
[[File:MW2R M16A4 (5).jpg|thumb|none|600px|Giving the bolt release a press.]]&lt;br /&gt;
[[File:MW2R M16A4 (6).jpg|thumb|none|600px|Looking at the right side of the M16 with an M203. Due to the right sight being properly modeled, the rifle now gets a proper forward assist, brass deflector, ejection port and magazine release button.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] fitted with top rail is seen in the game. It only fires in 3-round bursts, and incorrectly holds 30 rounds in a 25-round FAMAS magazine. In singleplayer, it is mostly used by the Russian military and Russian Ultranationalists. Some FAMASes with a unique &amp;quot;White Tape Camo&amp;quot; can occasionally be found in singleplayer.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS with its default Troy Battle Sights iron sights. Note that the Troy Battle Sights are mounted backwards.]]&lt;br /&gt;
[[File:MW2 FAMAS (2).jpg|thumb|none|600px|Aiming down through the sights, mounted on top of rails mounted on top of the carrying handle.]]&lt;br /&gt;
[[File:MW2 FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS; note the trigger discipline.]]&lt;br /&gt;
[[File:MW2 FAMAS (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2-FAMAS tape camo.jpg|thumb|none|600px|Roach holds a FAMAS F1 with the white tape camo during &amp;quot;The Gulag&amp;quot;, which is apparently used as improvised arctic camouflage.]]&lt;br /&gt;
[[File:MW2FamasF1.jpg|thumb|none|600px|A Russian Ultranationalist holds a FAMAS with White Tape Camo.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R FAMAS (1).jpg|thumb|none|600px|The FAMAS F1 gains a new draw animation where Roach chambers the rifle with his right hand.]]&lt;br /&gt;
[[File:MW2R FAMAS (2).jpg|thumb|none|600px|Holding the taped FAMAS. Being taped up is rather appropriate for a rifle which hasn't had so much as a spare part produced for over 20 years.]]&lt;br /&gt;
[[File:MW2R FAMAS (3).jpg|thumb|none|600px|Aiming with the still backwards Troy sights.]]&lt;br /&gt;
[[File:MW2R FAMAS (4).jpg|thumb|none|600px|Loading a fresh magazine. Ironically, the remaster lacks trigger discipline on this weapon, even though the original game did have it.]]&lt;br /&gt;
[[File:MW2R FAMAS (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2R FAMAS (6).jpg|thumb|none|600px|The FAMAS's right side.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] appears in singleplayer and multiplayer. In singleplayer, the F2000 is used by the Ultranationalists (another questionable choice, being Belgian in origin), commonly with thermal sights. The F2000 can incorrectly mount the [[M203]] grenade launcher instead of the [[FN GL-1]].&lt;br /&gt;
&lt;br /&gt;
Despite being an assault rifle, it behaves more like an SMG: it has a very high rate of fire (chewing through its 30 round magazine in less than three seconds), substantial recoil, and very low damage without Stopping Power. Its unpredictable recoil and low damage makes it weak at medium to long ranges, but its rate of fire allows it to excel in close quarters.&lt;br /&gt;
&lt;br /&gt;
Its Create-A Class image shows the removable forearm pushed back where the trigger guard would be.&lt;br /&gt;
[[File:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 F2000 (1).jpg|thumb|none|600px|Holding the F2000 Tactical.]]&lt;br /&gt;
[[File:MW2 F2000 (2).jpg|thumb|none|600px|Aiming down the iron sights. These are folded down once other sights are attached.]]&lt;br /&gt;
[[File:MW2 F2000 (3).jpg|thumb|none|600px|Reloading the F2000 Tactical. Note how the FN logo is rotated 90 degrees.]]&lt;br /&gt;
[[File:MW2 F2000slam.jpg|thumb|none|600px|During an empty reload, the player character hits the takedown button after replacing the magazine, which apparently chambers a round instead of causing the rifle to come apart; the F2000's charging handle must be pulled to chamber a fresh round since the weapon does not have a bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The charging handle is correctly used during empty reloads in the remastered version.&lt;br /&gt;
[[File:MW2R F2000 (5).jpg|thumb|none|600px|The remastered F2000 Tactical.]]&lt;br /&gt;
[[File:MW2R F2000 (6).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[File:MW2R F2000 (7).jpg|thumb|none|600px|Removing a STANAG mag.]]&lt;br /&gt;
[[File:MW2R F2000 (8).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:MW2R F2000 (9).jpg|thumb|none|600px|The F2000's right side.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
The F2000 Tactical has a unique Red Dot Sight attachment model based on the 1.6x scope of the original [[FN F2000]], but it differs from the real F2000 scope in that it is mounted on top of the F2000 Tactical's raised Picatinny rails, and leaves the rails exposed on the sides; the original F2000 had a lower, shorter rail for mounting the scope that is completely hidden by the scope shroud. As such, the resultant in-game model of the F2000 Tactical with the pseudo-F2000-scope is a shoddy approximation of the original scoped F2000, and has many differences in detail. &lt;br /&gt;
&lt;br /&gt;
As mentioned, the pseudo-F2000-scope is also incorrectly portrayed as a red dot sight rather than a conventional scope. Strangely, the EMP has no effect on the sight. (For extra trivia, the EMP does disable ACOGs, but this is incorrect because the ACOG scope doesn't uses any batteries and should still function despite an EMP)&lt;br /&gt;
&lt;br /&gt;
The original F2000 is also the weapon shown on the F2000's kill icon.&lt;br /&gt;
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 F2000 (4).jpg|thumb|none|600px|The F2000 in multiplayer.]]&lt;br /&gt;
[[File:MW2 F2000 (5).jpg|thumb|none|600px|Aiming through the F2000's scope.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered original F2000 scope is modeled properly, and uses the correct reticle instead of a red dot.&lt;br /&gt;
[[File:MW2R F2000 (1).jpg|thumb|none|600px|The classic style F2000 taken from a FSB officer on the airport tarmac.]]&lt;br /&gt;
[[File:MW2R F2000 (2).jpg|thumb|none|600px|Aiming with the correct style of scope reticle.]]&lt;br /&gt;
[[File:MW2R F2000 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW2R F2000 (4).jpg|thumb|none|600px|Charging the F2000.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in the game, equipped with a receiver mounted A.R.M.S #18 M21/14. It has the ribbed metal handguard from StG 58, a ramp rear sight from FAL, and the charging handle and 30-round magazines from [[DSA SA58 OSW|DSArms SA58 FAL rifles]]. The stock is a hybrid between the standard stock and the humped stock. The weapon is locked to semi-auto. Its charging handle is incorrectly animated to reciprocate when firing.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is commonly used by the Brazilian Militia, and sometimes by the Middle Eastern OpFor and the Russian military. It is usually equipped with either a KAC Masterkey or an ACOG scope in singleplayer. In Multiplayer, the 30-round magazines hold only 20 rounds by default, and only go up to 30 with the Extended Mags attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:FN FAL 50 00.jpg|none|thumb|500px|FN FAL - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|500px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the handguard and sights.]]&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|none|thumb|400px|DSArms SA58 OSW Carbine - 7.62x51mm NATO. Image used to show the charging handle and 30-round magazine.]]&lt;br /&gt;
[[File:MW2 FAL (1).jpg|thumb|none|600px|The FAL in first person.]]&lt;br /&gt;
[[File:MW2 FAL (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 FAL (3).jpg|thumb|none|600px|The &amp;quot;speed reload&amp;quot; technique is utilized when reloading, where the player character presses the magazine release paddle with a fresh magazine and chops away the old magazine. Note that there are still rounds in the old magazine.]]&lt;br /&gt;
[[File:MW2 FAL (4).jpg|thumb|none|600px|After loading in a new magazine, the player character racks the charging handle with his pinky for extra style.]]&lt;br /&gt;
[[File:MW2 FAL (5).jpg|thumb|none|600px|Spinning left reveals the right side to be completely flat, with a shadow of the scope mount textured over where the ejection port should be. The right side magwell is also missing.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The FAL returns largely unchanged in ''Modern Warfare 2 Campaign Remastered'' although it only holds 20 shots in the 30-round magazines, as in the original game's multiplayer. The charging handle also no longer reciprocates when firing.&lt;br /&gt;
[[File:MW2R FAL (1).jpg|thumb|none|600px|Roach wields a FAL in the favela.]]&lt;br /&gt;
[[File:MW2R FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW2R FAL (3).jpg|thumb|none|600px|Inserting the fresh magazine - the spent one can be seen falling out.]]&lt;br /&gt;
[[File:MW2R FAL (4).jpg|thumb|none|600px|Charging the FAL.]]&lt;br /&gt;
[[File:MW2R FAL (5).jpg|thumb|none|600px|Inspecting the FAL's magazine shows it only ever loaded with three rounds.]]&lt;br /&gt;
[[File:MW2R FAL (6).jpg|thumb|none|600px|Roach then turns the rifle over and checks the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[SCAR-H]] appears in ''Modern Warfare 2'' as a high-damage, low rate of fire assault rifle. The in-game model is an older 2nd generation model, with the straight cheek rest on the stock. Its rear sights is chopped down, and the iron sights have Infinity Ward trademarks (like the Vector and some other weapons). It is also mounted backwards. In multiplayer, it correctly holds 20 rounds per magazine, while in singleplayer it holds 30; it can be assumed that, similar to the FN FAL, all SCAR-H's in singleplayer are equipped with the &amp;quot;Extended Magazines&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is one of the primary rifles of Task Force 141, U.S. Army Rangers, and Shadow Company soldiers. A unique variant with a vertical foregrip can be found in the singleplayer level &amp;quot;S.S.D.D.&amp;quot; and the Spec Ops mission &amp;quot;The Pit&amp;quot;. In multiplayer, its kill icon in the killfeed is also shown with a vertical foregrip, despite said attachment being unavailable for the SCAR in multiplayer.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 SCAR-H (1).jpg|thumb|none|600px|The draw animation of the SCAR-H, which involves a sideways pull of the bolt handle.]]&lt;br /&gt;
[[File:MW2 SCAR-H (2).jpg|thumb|none|600px|Holding the SCAR-H. Note the backwards mounted rear sight.]]&lt;br /&gt;
[[File:MW2 SCAR-H (3).jpg|thumb|none|600px|Aiming the SCAR-H at some faux Saddam Hussein statue.]]&lt;br /&gt;
[[File:MW2 SCAR-H (4).jpg|thumb|none|600px|Reloading the SCAR-H. Note the gray colored magazine.]]&lt;br /&gt;
[[File:MW2 SCAR-H (5).jpg|thumb|none|600px|Hitting the bolt release as a part of the empty reload. Of note is that the bolt is already forwards before the reload even starts; the SCAR's bolt is designed to lock back in real life upon firing the last round, which doesn't happen in-game.]]&lt;br /&gt;
[[File:MW2 SCAR-H (6).jpg|thumb|none|600px|Drawing a SCAR-H equipped with a Heartbeat Sensor.]]&lt;br /&gt;
[[File:MW2 SCAR-H (7).jpg|thumb|none|600px|With the Heartbeat Sensor attached, the bolt release is covered by the RIS rail, so the player character presses the ''mag release'' instead to chamber the weapon, pretending that nobody would notice.]]&lt;br /&gt;
[[File:MW2 SCAR-H (8).jpg|thumb|none|600px|The foregrip-equipped SCAR in &amp;quot;The Pit&amp;quot;. Note the fire selector erroneously set to semi-auto.]]&lt;br /&gt;
[[File:MW2 screen 26-12557342731.jpg|600px|thumb|none|Shadow Company commando armed with an FN SCAR-H, fitted with an ACOG sight. Note the forward folding front sight.]]&lt;br /&gt;
[[File:MW2-SCAR thermal.jpg|thumb|none|600px|A SCAR-H CQC with thermal sight at the Shadow Company hideout. Note the straight cheek rest of the 2nd generation model.]]&lt;br /&gt;
[[File:MW2 SCARrender.jpg|thumb|none|600px|A wall of scans showing off the US Army's indomitable arsenal of pump shotguns slung under SCAR-Hs.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The SCAR-H is now modeled after the third generation production model. The 30-round capacity from the original singleplayer has been decreased to the more common 20-rounder in ''Modern Warfare 2 Campaign Remastered''. Additionally, the bolt correctly locks to the rear when a magazine is emptied, and the fire selector is correctly set to full-auto. The rear sight is no longer backwards, but it is mounted much further forwards in order to retain the same placement for the rear post.&lt;br /&gt;
&lt;br /&gt;
There is a small bug with the SCAR-H fitted with the KAC Masterkey attachment: when the shotgun is emptied and is about to be reloaded, the SCAR-H's bolt briefly locks back then instantly returns forward.&lt;br /&gt;
[[File:MW2R SCAR-H (1).jpg|thumb|none|600px|The foregrip-equipped FN SCAR-H inside the Pit.]]&lt;br /&gt;
[[File:MW2R SCAR-H (2).jpg|thumb|none|600px|Aiming the SCAR.]]&lt;br /&gt;
[[File:MW2R SCAR-H (3).jpg|thumb|none|600px|Reloading; note the fully locked back bolt and different style of rear sling mount compared to the original 2nd gen model. Pvt.Allen apparently forgot about the concept of trigger discipline between the original game and the remastered.]]&lt;br /&gt;
[[File:MW2R SCAR-H (4).jpg|thumb|none|600px|Palming the bolt release.]]&lt;br /&gt;
[[File:MW2R SCAR-H (5).jpg|thumb|none|600px|Inspecting a completely empty SCAR-H reveals the magazine is always modeled with cartridges in it regardless.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[IMI Tavor TAR-21]] appears in both singleplayer and multiplayer. In singleplayer, the TAR-21 is used by Russian soldiers and Task Force 141, almost always used with kind of optical sight or scope. Its kill icon always shows it with a Holographic Sight (an EOTech holographic sight).&lt;br /&gt;
[[File:Tavor-tar.jpg|thumb|none|500px|IMI Tavor TAR-21 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 TAR21 (1).jpg|thumb|none|600px|Drawing the TAR-21 involves giving the charging handle a quick pull. Note character's palm is facing upwards, different from the empty reload.]]&lt;br /&gt;
[[File:MW2 TAR21 (2).jpg|thumb|none|600px|Holding the TAR-21.]]&lt;br /&gt;
[[File:MW2 TAR21 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 TAR21 (4).jpg|thumb|none|600px|Reloading the Tavor.]]&lt;br /&gt;
[[File:MW2 TAR21 (5).jpg|thumb|none|600px|Pulling the bolt to chamber the weapon.]]&lt;br /&gt;
[[File:MW2-TAR21 mars.jpg|thumb|none|600px|The TAR-21 equipped with a MARS sight; in multiplayer, the Red Dot Sight is replaced by the MARS sight, while in singleplayer, TAR-21s with MARS sights appear alongside TAR-21s with standard red dot sights.]]&lt;br /&gt;
[[File:Mw2tar21stupid.jpg|thumb|none|600px|The in-game worldmodel of a Tavor with an M203, which looks as if the M203 is more or less superglued to the Tavor. In reality, only the GTAR-21 variant of the TAR-21 can accept the M203.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R TAR-21 (1).jpg|thumb|none|600px|A MARS-sighted TAR-21 inside the Burger Town kitchen.]]&lt;br /&gt;
[[File:MW2R TAR-21 (2).jpg|thumb|none|600px|Looking through the MARS sight.]]&lt;br /&gt;
[[File:MW2R TAR-21 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW2R TAR-21 (4).jpg|thumb|none|600px|Charging the TAR, this is the same animation when equipping it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 EBR==&lt;br /&gt;
The [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 1 EBR]] appears in the game, almost always with a scope attached. In singleplayer, it appears as the standard weapon for Task Force 141 snipers, and is referred to as the &amp;quot;M14 EBR&amp;quot;, the US Army designation. This seems to be the weapon of choice for Captain MacTavish.&lt;br /&gt;
&lt;br /&gt;
It is the last sniper rifle to be unlocked in multiplayer, where it is listed incorrectly as an &amp;quot;M21 EBR&amp;quot;, likely to remind players of the actual [[M21]] in ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
An unscoped Mk 14 Mod 1 EBR can be found in the Spec-Ops mission &amp;quot;Breach &amp;amp; Clear&amp;quot;, though it still has the exact same zoom level as when equipped with an ACOG. It is the only time the player gets to use it with iron sights.&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, vertical foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 M14EBR (1).jpg|thumb|none|600px|The Mk 14 EBR in first-person view.]]&lt;br /&gt;
[[File:MW2 M14EBR (2).jpg|thumb|none|600px|Reloading the Mk 14 EBR.]]&lt;br /&gt;
[[File:MW2 M14EBR (3).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2 M14EBR (4).jpg|thumb|none|600px|The iron-sighted EBR in &amp;quot;Breach &amp;amp; Clear&amp;quot;.]]&lt;br /&gt;
[[File:MW2 M14EBR (5).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW2McTavishRifle.png|thumb|none|600px|Soap with the Mk 14 EBR with a suppressor on his back.]]&lt;br /&gt;
[[File:Pc_wallpaper_04_1024x768.png|thumb|none|600px|Soap with the Mk 14 EBR. Note the Magpul CTR stock.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remastered version, the bolt now locks back at the start of an empty reload.&lt;br /&gt;
[[File:MW2R M14EBR (1).jpg|thumb|none|600px|Captain MacTavish hands Roach the EBR at the end of &amp;quot;The Only Easy Day.. Was Yesterday&amp;quot;. The magazine is mispositioned in this sequence.]]&lt;br /&gt;
[[File:MW2R M14EBR0.jpg|thumb|none|600px|Roach draws the rifle at the start of &amp;quot;The Gulag&amp;quot;. Note the animation is virtually the same as the dry reload, minus the bolt position starting all the way forward. The bolt also does not rotate as it does in reality, even though the previous remaster got this detail correct.]]&lt;br /&gt;
[[File:MW2R M14EBR1.jpg|thumb|none|600px|Holding the rife while Soap fires on Russian soldiers below.]]&lt;br /&gt;
[[File:MW2R M14EBR2.jpg|thumb|none|600px|Examining the rifle.]]&lt;br /&gt;
[[File:MW2R M14EBR3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R M14EBR4.jpg|thumb|none|600px|Inserting a new magazine. Note that, much like the SVD's reload, the player character will toss the mag away regardless of if it still has bullets in it. Also, the magazine seems to be modeled almost empty much like other weapons.]]&lt;br /&gt;
[[File:MW2R M14EBR5.jpg|thumb|none|600px|Releasing the bolt while getting buzzed by an F-15 Eagle.]]&lt;br /&gt;
[[File:MW2RToadArcher.jpg|thumb|none|600px|TF-141 snipers Archer and Toad with M14 EBR rifles in the mission &amp;quot;Loose Ends&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul Masada==&lt;br /&gt;
The [[Magpul Masada]] appears in the game under the name &amp;quot;ACR&amp;quot;, actually the name of its successors manufactured by Bushmaster and Remington. It is a Gen 2 Masada, characterized by its forward-mounted and ambidextrous charging handle. The handle itself is the early version which was seen at the 2007 SHOT Show and can be found on A&amp;amp;K airsoft versions. The front sight is loosely based on the Masada's front sight, while the rear sight appears to be loosely based on the Magpul MBUS. The rifle also has a Masada handguard with rails attached on the sides and a 10.5&amp;quot; barrel, and uses 30-round Magpul PMags.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the Masada is commonly used by Task Force 141 and Shadow Company. It first appears in &amp;quot;Cliffhanger&amp;quot;, where it is equipped with a suppressor, reflex sight (with more zoom than a normal reflex sight), heartbeat monitor, and a unique arctic camouflage not found on any other weapon and not available in multiplayer. Masadas with [[M203]] grenade launchers can be found in &amp;quot;Takedown&amp;quot; and &amp;quot;Loose Ends&amp;quot;, the former having an ACOG scope, and the latter having a holographic sight (which has the zoom level of an ACOG, for some reason). A Masada with the same attachments as the one in &amp;quot;Cliffhanger&amp;quot; but with a unique matte black finish is found in &amp;quot;Just Like Old Times&amp;quot;. It has very low recoil even in full automatic, making it a versatile all-range weapon.&lt;br /&gt;
[[File:Airsoft Masada Gen 2 (black).jpg|thumb|none|500px|'''Airsoft''' Gen 2 Magpul Masada - (fake) 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 ACR (1).jpg|thumb|none|600px|Drawing the &amp;quot;ACR&amp;quot;. Note how the handguard pin sticks out as if the handguard is being disassembled.]]&lt;br /&gt;
[[File:MW2 ACR (2).jpg|thumb|none|600px|Holding the Masada.]]&lt;br /&gt;
[[File:MW2 ACR (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 ACR (4).jpg|thumb|none|600px|Reloading the rifle with a Magpul PMAG. Note the incorrect HK-style fire selector markings placed on the wrong side of the switch. The selector is also set to the safety position of a real Masada.]]&lt;br /&gt;
[[File:MW2 ACR (5).jpg|thumb|none|600px|Chambering the Masada by pulling on the charging handle with the right hand; it would be more efficient to simply press the bolt catch release button that is right next to the trigger housing, or at least simply cock it from the left side without having to switch hands, due to the ambidextrous charging handle.]]&lt;br /&gt;
[[File:MW2AR2.png|thumb|none|600px|The unique snow camo Masada used by Roach in the mission &amp;quot;Cliffhanger&amp;quot;. For some reason it also gets a unique ammo pool which maxes out at 840 instead of 630, despite it being impossible to get more ammo for it in this mission.]]&lt;br /&gt;
[[File:MW2-ACR Unique.jpg|thumb|none|600px|The unique matte black Masada. Prior to the &amp;quot;primary gunfighter&amp;quot; perk of ''[[Call of Duty: Black Ops 2|Black Ops 2]]'', it was impossible to create such a weapon in any of the games' multiplayer, and weapons with three attachments were almost always restricted to being starting weapons in the campaign. Some of these campaign-only weapon configurations also have special boosts: these black Masadas in &amp;quot;Just Like Old Times&amp;quot;, for example, have a maximum ammo count of 1,260 instead of 630.]]&lt;br /&gt;
[[File:MW2-ACR Ghost.jpg|thumb|none|600px|Ghost threatens to kill a shed with his Masada unless the Russians allow Price to cause an absolutely baffling plot twist.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR (remastered version)===&lt;br /&gt;
The prototype Masada from the original has been replaced with a proper [[Remington ACR]] in the remaster. It retains the same pseudo-Masada front sight and pseudo-Magpul rear MBUS complete with the inappropriately sticking out handguard pin, though this time around it has a right side mounted non-ambidextrous charging handle which is modeled after the production version of the ACR handle. A modelling goof leaves the magazines sticking much further out of the magwell than they should.&lt;br /&gt;
[[File:Remington ACR.jpg|thumb|none|500px|Remington ACR with 16.5&amp;quot; barrel, Magpul PMAG, 5-sided handguard, and suppressor - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2R ACR (1).jpg|thumb|none|600px|Equipping the ACR in the remaster results in a dramatic chambering of the rifle.]]&lt;br /&gt;
[[File:MW2R ACR (2).jpg|thumb|none|600px|The vanilla ACR inside the museum.]]&lt;br /&gt;
[[File:MW2R ACR (3).jpg|thumb|none|600px|Using the ACR's sights.]]&lt;br /&gt;
[[File:MW2R ACR (4).jpg|thumb|none|600px|Reloading. Note how it appears as though there's only two bullets loaded in the magazine.]]&lt;br /&gt;
[[File:MW2R ACR (5).jpg|thumb|none|600px|Strong-arming the charging handle.]]&lt;br /&gt;
[[File:MW2R ACR (6).jpg|thumb|none|600px|Inspecting reveals the ''severely'' mispositioned magazine; for reference, the light strip near the center of the image is the magazine catch, which is supposed to interface with the magazine's locking notch (the small rectangle near the top of the magazine).]]&lt;br /&gt;
[[File:MW2R SCACR 1.jpg|thumb|none|600px|A Shadow Company soldier with an ACR.]]&lt;br /&gt;
[[File:MW2R SCACR 2.jpg|thumb|none|600px|Reloading. Note that when reloading for most weapons NPCs will actually physically remove magazines, pull new ones out and hit bolt releases or charge the weapons. This is something which had existed in the original but was not this detailed. Also note the wide field of view distorting the image and elongating the front of the rifle to look almost 20 inches.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
In the single-player campaign, the &amp;quot;AUG HBAR&amp;quot; takes the appearance of a [[Steyr AUG A2]], mostly evidenced by the 20&amp;quot; barrel, whereas in multiplayer it is actually modeled after an AUG HBAR-T. It has a 30-round magazine and is equipped with either a rail-mounted version of the Swarovski AUG A1 scope or a Red Dot Sight. It is used mainly by Russian Ultranationalists. In real life, the Steyr AUG (A1) was used by VDV and by FSB Spetsnaz units (now out of service).&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the AUG A2 appears as the kill icon for the AUG HBAR, implying that like the L85, it was supposed to appear in multiplayer as an assault rifle before being reworked into the AUG HBAR as an LMG in multiplayer.&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 AUG A2 (1).jpg|thumb|none|600px|The AUG A2 with the A1 scope, which is rather impractically high. This rail-mounted Swarovski scope also does not exist in reality; real AUG A1 scopes are integrated into the receiver.]]&lt;br /&gt;
[[File:MW2 AUG A2 (2).jpg|thumb|none|600px|View down the typical ''Modern Warfare'' series scope reticle.]]&lt;br /&gt;
[[File:MW2 AUG A2 (3).jpg|thumb|none|600px|The AUG with a red dot mounted. Although not visible unless aiming, the front sight from the multiplayer version is also present.]]&lt;br /&gt;
[[File:MW2-AUG Reload.jpg|thumb|none|600px|Reloading the AUG A2.]]&lt;br /&gt;
[[File:MW2AUGA1.jpg|thumb|none|600px|A Russian Ultranationalist shoving his AUG's scope into his goggles.]]&lt;br /&gt;
[[File:MW2-AUG Cpt Price.jpg|thumb|none|600px|On the plus side, he does understand how to use the foregrip; Captain Price, on the other hand, is still figuring things out.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The AUG A2 still appears under the &amp;quot;AUG HBAR&amp;quot; moniker in ''Modern Warfare 2 Campaign Remastered.'' The remastered AUG is a hybrid, with most of the features of an A2, but the bolt release of an A3; this hybridization can be increased further with the addition of the A1's Swarovski scope, which is now correctly depicted as an integral part of the receiver instead of a rail-mounted attachment. It also has a winter camo finish in the snow missions, unlike the original game.&lt;br /&gt;
 &lt;br /&gt;
As there is no multiplayer for the remaster, the actual LMG variant cannot be found.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|500px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2R AUG (1).jpg|thumb|none|600px|The AUG with its classic scope on &amp;quot;Loose Ends&amp;quot;. The unused back-up iron sights on top of the Swarovski scope are centered, but are actually supposed be offset to the right side.]]&lt;br /&gt;
[[File:MW2R AUG (2).jpg|thumb|none|600px|Aiming also reveals the correct reticle.]]&lt;br /&gt;
[[File:MW2R AUG (3).jpg|thumb|none|600px|Reloading the Steyr.]]&lt;br /&gt;
[[File:MW2R AUG (4).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:MW2R AUG (5).jpg|thumb|none|600px|Inspecting a reflex sight-equipped AUG A2. Note the incredibly narrowly-spaced rail segments attached to the rifle, as well as the inexplicable A3 bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
In what might be the most infamous depiction of a somewhat obscure sniper rifle in any media ever, the [[Cheyenne Tactical M-200 Intervention|Cheyenne Tactical M200 Intervention]] appears in ''Modern Warfare 2'' as a usable sniper rifle. The rifle, known as simply &amp;quot;Intervention&amp;quot; in-game, is the only usable bolt-action sniper rifle in the game. It has an unusable AN/PEQ-2 laser unit mounted on the Picatinny rail just forward of the scope, which disappears when an ACOG Scope is used.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by US Army Rangers on several occasions, and is Soap and Captain Price's primary weapon in &amp;quot;Just Like Old Times&amp;quot;, the second to final mission. The intro of that mission describes the CheyTac as an anti-materiel rifle; while the real weapon is effective in that role against some types of armor, it is mainly used as an anti-personnel system. In multiplayer, while its magazine size is a mere 5 rounds, the Intervention deals incredibly high damage, making it a deadly sight in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The depiction of the Intervention within ''Modern Warfare 2'' propelled the weapon into relative infamy; while the weapon itself was never deemed as &amp;quot;overpowered&amp;quot;, a number of factors displayed in this game specifically (the overuse of the weapon in multiplayer, its distinctive sounds and animations, the use of hitmarkers and the general stereotype of ''Call of Duty'' generally being enjoyed by loud, skill-lacking, faux-MLG &amp;quot;tryhards&amp;quot;) has made the Intervention a staple of &amp;quot;montage parodies&amp;quot;, along with the infamous acts of &amp;quot;no-scoping&amp;quot; and &amp;quot;quick-scoping&amp;quot;. The popularity of the weapon has allowed the Intervention to return in three other games in the franchise: ''[[Call of Duty Online]]'' (as the &amp;quot;CheyTacM200&amp;quot;), ''[[Call of Duty: Infinite Warfare]]'' (as the &amp;quot;TF-141&amp;quot;), and ''[[Call of Duty 4: Modern Warfare|Call of Duty: Modern Warfare Remastered]]'' (as the &amp;quot;S-Tac Aggressor&amp;quot;).&lt;br /&gt;
[[File:M200.jpg|thumb|none|550px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[File:MW2 M200 (1).jpg|thumb|none|600px|The Intervention in first-person view. For whatever reason, the player character always seems to rest his off-hand around where the magazine is, rather than the handguard. The non-shooting hand being so close to the shooting hand would make it hard to keep the rifle steady in reality.]]&lt;br /&gt;
[[File:MW2 M200 (2).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:MW2 M200 (3).jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[File:MW2 M200 (4).jpg|thumb|none|600px|The flat right side of the M200. Note that the PEQ box lacks a right side as well.]]&lt;br /&gt;
[[File:MW2-M200 Cpt Price.jpg|thumb|none|600px|Captain Price holds his suppressed Intervention in &amp;quot;Just Like Old Times&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The ''MW2R'' CheyTac M200 seems to be a more detailed version from ''[[Call of Duty: Infinite Warfare]]'', and has similar initial draw/inspect animations.&lt;br /&gt;
[[File:MW2R M200 (1).jpg|thumb|none|600px|Ramirez holds the Intervention. Note how it is held in a far more conventional manner now, with the left hand on the handguard, like MWR's &amp;quot;S-Tac Aggressor&amp;quot;.]]&lt;br /&gt;
[[File:MW2R M200 (2).jpg|thumb|none|600px|Ramirez aims down the scope of the sniper rifle, and sees an old friend: &amp;quot;scope_overlay_m40a3&amp;quot;.]]&lt;br /&gt;
[[File:MW2R M200 (3).jpg|thumb|none|600px|Operating the bolt of the Intervention. Hitmarker memes sold separately.]]&lt;br /&gt;
[[File:MW2R M200 (4).jpg|thumb|none|600px|&amp;quot;Ramirez, reload your weapon!&amp;quot;]]&lt;br /&gt;
[[File:MW2R M200 (5).jpg|thumb|none|600px|Inspecting the CheyTac results in a cool brass-check, similar to the M40A3 in the previous remaster.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1==&lt;br /&gt;
The [[Barrett M82A1]] appears as &amp;quot;Barrett .50cal&amp;quot; in the game. It has a shortened barrel, though it is not as short as the M82CQ. It has a Mr. Yuk sticker on the scope cover. The weapon is incorrectly depicted with ejection port openings on both sides of the receiver.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, during the level &amp;quot;Of Their Own Accord&amp;quot;, an emplaced M82A1 with variable-zoom thermal sight is used by Russian snipers covering the Mall (the stretch from the Lincoln Memorial to the Washington Monument to the Capital) and is temporarily commandeered by Ramirez and his squad to take out enemy soldiers firing on evac helicopters with Javelins.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it is the default sniper rifle. Oddly, it has worse overall stats than the &amp;quot;M21 EBR&amp;quot; or the WA2000. Amusingly, the weapon can be fired nearly as quickly as the trigger can be tapped, with surprisingly little recoil for dumping 10 .50 BMG rounds in ''under a second''.&lt;br /&gt;
[[File:m82a1.jpg|thumb|none|550px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2-M82-2.jpg|thumb|none|600px|The Create-A-Class icon of the Barrett shows a good view of the shortened barrel.]]&lt;br /&gt;
[[File:MW2 M82 (1).jpg|thumb|none|600px|Holding the M82.]]&lt;br /&gt;
[[File:MW2 M82 (2).jpg|thumb|none|600px|Reloading the M82A1. Note odd safety switch on the magazine well, because you can never have too many safeties.]]&lt;br /&gt;
[[File:MW2 M82 (3).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 M82 (4).jpg|thumb|none|600px|View of the Barrett's other side (finally, some complete modeling).]]&lt;br /&gt;
[[File:MW2-M82-3.jpg|thumb|none|600px|The mounted Barrett in &amp;quot;Of Their Own Accord&amp;quot;. Even though it is equipped with a standard scope, it has a thermal sight. This particular Barrett is also equipped with proprietary levitation technology, allowing it to hover above the ground while being attached to a ledge.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M82A1 (1).jpg|thumb|none|600px|Roach picks up an M82A1, and chambers the weapon.]]&lt;br /&gt;
[[File:MW2R M82A1 2.jpg|thumb|none|600px|Roach holds the M82A1. Mr. Yuk is still there on the scope cover.]]&lt;br /&gt;
[[File:MW2R M82A1 (3).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:MW2R M82A1 (4).jpg|thumb|none|600px|Reloading; Roach throws away the old magazine like it's a piece of trash. Note that the extra safety switch is no longer present.]]&lt;br /&gt;
[[File:MW2R M82A1 (5).jpg|thumb|none|600px|Inserting a fresh magazine. Although not pictured, the firing animation of the M82A1 shows the barrel correctly reciprocating rearwards.]]&lt;br /&gt;
[[File:MW2R M82A1 (6).jpg|thumb|none|600px|Ramirez mans the emplaced M82A1 in &amp;quot;Of Their Own Accord&amp;quot;. This time it has an actual thermal scope fitted, as well.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The rare [[Walther WA 2000]] is found in the game. In singleplayer, it is used by Russian snipers in &amp;quot;Loose Ends&amp;quot; and by Shadow Company troops in the level &amp;quot;Enemy of My Enemy&amp;quot;, highly inaccurate for both given the WA2000's limited production run. While it holds only 6 rounds, it is very accurate and has low recoil.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 WA2000 (1).jpg|thumb|none|600px|The draw animation involves flipping open the scope cover. Note the Mr. Yuk sticker on the scope cover, just like the Barrett.]]&lt;br /&gt;
[[File:MW2 WA2000 (2).jpg|thumb|none|600px|Holding the WA 2000. Note the rather large piece of rail the scope is mounted on.]]&lt;br /&gt;
[[File:MW2 WA2000 (3).jpg|thumb|none|600px|Reloading the WA 2000.]]&lt;br /&gt;
[[File:MW2 WA2000 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2-WA2000-2.jpg|thumb|none|600px|A Inner Circle sniper with a WA 2000 sniper rifle, as seen in the Museum bonus level.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remaster features an even more detailed WA 2000, found in same singeplayer missions. It still holds 10 rounds in the magazine.&lt;br /&gt;
[[File:MW2R WA2000 (1).jpg|thumb|none|600px|Equipping the Walther - in addition to opening up Mr. Yuk, the rifle is also charged.]]&lt;br /&gt;
[[File:MW2R WA2000 (2).jpg|thumb|none|600px|Taking in the scenery around Makarov's safehouse with the WA 2000.]]&lt;br /&gt;
[[File:MW2R WA2000 (3).jpg|thumb|none|600px|Aiming through the scope, the same one shared with the M82A1.]]&lt;br /&gt;
[[File:MW2R WA2000 (4).jpg|thumb|none|600px|Removing the magazine on the reload.]]&lt;br /&gt;
[[File:MW2R WA2000 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:MW2R WA2000 (6).jpg|thumb|none|600px|Charging the Walther.]]&lt;br /&gt;
[[File:MW2R WA2000 (7).jpg|thumb|none|600px|Soap inspects his WA 2000 during the boneyard escape. As with the original game, this sequence raises the Field-of-View and shows a bit more of weapon viewmodels.]]&lt;br /&gt;
[[File:MW2R WA2000 Sniper.jpg|thumb|none|600px|An Inner Circle sniper with a WA2000 during the mission &amp;quot;Loose Ends&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] is only featured in the singleplayer campaign, used by Russian Ultranationalists and Brazilian Militiamen. It can be found with winter camouflages in the snow levels and woodland camo in &amp;quot;Loose Ends&amp;quot; and &amp;quot;The Enemy of My Enemy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A poster of a SVD Dragunov is seen in the Multiplayer map &amp;quot;Salvage&amp;quot; in a small house, along with posters of Makarov PM and AKM.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW2 SVD (1).jpg|thumb|none|600px|Roach with an acquired SVD. Note the dangling scope cover, not present on the MW1 model.]]&lt;br /&gt;
[[File:MW2 SVD (2).jpg|thumb|none|600px|Reloading. Tossing away a magazine. Note that the flash hider is modeled as a solid tube.]]&lt;br /&gt;
[[File:MW2-SVD reload.jpg|thumb|none|600px|Reloading an SVD with arctic camouflage finish. The fire selector is incorrectly set to safe.]]&lt;br /&gt;
[[File:MW2 SVD (3).jpg|thumb|none|600px|Charging the SVD. As with all iterations in the series (prior to 2019's ''Modern Warfare''), the bolt never locks back on empty like it should.]]&lt;br /&gt;
[[File:2hMD.jpg|thumb|none|600px|A Brazilian militiaman with an SVD takes careful aim using his right nostril.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The model from the ''Call of Duty 4'' remaster returns with a correct PSO-1 scope reticle. However, the bolt hold-open functionality is still absent.&lt;br /&gt;
[[File:MW2R SVD (1).jpg|thumb|none|600px|The Dragunov on the oil platform.]]&lt;br /&gt;
[[File:MW2R SVD (2).jpg|thumb|none|600px|Aiming with the PSO-1 scope.]]&lt;br /&gt;
[[File:MW2R SVD (3).jpg|thumb|none|600px|Reloading. Note the selector correctly set to the fire position.]]&lt;br /&gt;
[[File:MW2R SVD (4).jpg|thumb|none|600px|Rechambering the winterized variant.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun is found in both singleplayer and multiplayer. In singleplayer, it is used by the US Army Rangers, Task Force 141, Shadow Company, and Makarov's terrorists. It is often seen equipped with a heartbeat sensor. In Special Ops, the enemy Juggernauts wield the M240 machine gun. The M240 also can be seen (unusable) mounted on the M1 Abrams tank.&lt;br /&gt;
&lt;br /&gt;
The M240 is depicted with a bottom-mounted 100-round belt box; this is impossible in reality, for several reasons. For one, the M240 does not have an attachment point for an ammo box to attach to on its underside; the M240 is typically issued with belt boxes that are fully separate from the gun, while the US Army issues a soft M240 belt bag that is attached to the side of M240. Secondly, such an attachment point would block the M240's casing ejection port, located on the bottom where the in-game belt box is attached. The in-game belt box itself is an [[M249]] belt box with grooves resembling a [[PKM]] belt box.&lt;br /&gt;
&lt;br /&gt;
The M240 deals the lowest damage out of all the machine guns (despite being chambered for the largest round), but compensates it for having the highest rate of fire in its class. It suffers from substantial recoil, restricting it to short and medium range.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 M240B (1).jpg|thumb|none|600px|Holding the M240. Apparently somebody at Infinity Ward thought it would be a good idea to give the M240 the illegitimate offspring of the M249 and PKM as an ammo box.]]&lt;br /&gt;
[[File:MW2 M240B (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 M240B (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:MW2 M240B (4).jpg|thumb|none|600px|Replacing the belt.]]&lt;br /&gt;
[[File:MW2 M240B (5).jpg|thumb|none|600px|Shutting the feed tray cover.]]&lt;br /&gt;
[[File:MW2-M240.jpg|thumb|none|600px|Inner Circle terrorist Lev with the M240B in the Museum.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The reload animation has been changed to show the charging handle being worked at both the start and end of reloads, and it still uses an incorrect M249-like belt box.&lt;br /&gt;
[[File:MW2R M240 (1).jpg|thumb|none|600px|Allen with his M240B on the airport tarmac.]]&lt;br /&gt;
[[File:MW2R M240 (2).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:MW2R M240 (3).jpg|thumb|none|600px|Running the charging handle.]]&lt;br /&gt;
[[File:MW2R M240 (4).jpg|thumb|none|600px|Reloading the 240.]]&lt;br /&gt;
[[File:MW2R M240B US Ranger.jpg|thumb|none|600px|A US Army Ranger with a M240B. Note the lack of front sights, which happens when there is any optics equipped on it.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4]] is used by the Russian Military and the Shadow Company in singleplayer. In multiplayer, the MG4 is unlocked at level 16. It possesses a moderately high rate of fire and sub-par damage (which can be buffed with Stopping Power), but is accurate and has low recoil.&lt;br /&gt;
[[File:H&amp;amp;KMG4.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 MG4 (1).jpg|thumb|none|600px|Holding the MG4.]]&lt;br /&gt;
[[File:MW2 MG4 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 MG4 (3).jpg|thumb|none|600px|Pulling the charging handle at the start of the reload; despite the hand animation and the accompanying audio, the charging handle isn't animated and does not move at all from its folded position.]]&lt;br /&gt;
[[File:MW2 MG4 (4).jpg|thumb|none|600px|Placing down a new belt box.]]&lt;br /&gt;
[[File:MW2 MG4 (5).jpg|thumb|none|600px|Shutting the feed tray cover.]]&lt;br /&gt;
[[File:MW2-MG4.jpg|thumb|none|600px|An MG4 sitting on a crate at the Shadow Company base. Note that the pickup icon depicts it with a carrying handle/scope combo (like the one in [[:File:HKMG4-1.jpg|this image]]), despite it very obviously lacking this attachment in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remaster, the charging handle is unfolded the whole time, and is properly animated when reloading.&lt;br /&gt;
[[File:MW2R MG4 (1).jpg|thumb|none|600px|The MG4 found in the scaffolding area from &amp;quot;The Only Easy Day... Was Yesterday&amp;quot;.]]&lt;br /&gt;
[[File:MW2R MG4 (2).jpg|thumb|none|600px|Aiming the LMG.]]&lt;br /&gt;
[[File:MW2R MG4 (3).jpg|thumb|none|600px|Using the now animated charging handle.]]&lt;br /&gt;
[[File:MW2R MG4 (4).jpg|thumb|none|600px|Placing the new cartridge belt.]]&lt;br /&gt;
[[File:MW2R MG4 (5).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
[[File:MW2R MG4 (6).jpg|thumb|none|600px|Right side of the H&amp;amp;K MG4.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1 LSW==&lt;br /&gt;
The [[L86A1|L86A1 Light Support Weapon]] appears as the &amp;quot;L86 LSW&amp;quot;, identified as the A1 by its round charging handle. The weapon is modified with a long L85 handguard, a barrel mounted carrying handle from the M240, and small Picatinny rails on each side of the receiver. The dovetail mount at the top of the receiver is replaced with a strip of Picatinny rails. The weapon uses a Chinese MDG3 120 round drum mag that holds only 100 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
It appears only once throughout the single-player campaign, during the defense of the safehouse in the level &amp;quot;Loose Ends&amp;quot;. It also appears in the Special Ops mission &amp;quot;Estate Takedown&amp;quot;. In multiplayer, it holds the distinction of being the weapon with the highest DPS (damage per second) with Stopping Power in the game. This is offset by obstructive iron sights and high recoil unless a grip is attached.&lt;br /&gt;
&lt;br /&gt;
The killfeed icon of the weapon shows an [[#Enfield L85|L85 with a SUSAT]], likely indicating that the L86 LSW was supposed to be a L85 at one point in development.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|500px|L86A1 Light Support Weapon - 5.56x45mm]]&lt;br /&gt;
[[Image:L85A1.jpg|thumb|none|450px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (1).jpg|thumb|none|600px|Holding the L86 LSW. The bullpup layout with the large drum would mean the shooter would have to &amp;quot;chicken-wing&amp;quot; his arm in order to comfortably hold the weapon.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (2).jpg|thumb|none|600px|The default iron sights of the L86 LSW, which are fictional and for the most part would be very ineffective in real life.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (3).jpg|thumb|none|600px|The L86 with the SUSAT scope; the ACOG attachment is replaced with the British SUSAT scope when used on the LSW.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (4).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (5).jpg|thumb|none|600px|Reloading the L86 LSW. The drum's feed chute is far too short to possibly fit in the gun's magazine well and feed reliably.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (6).jpg|thumb|none|600px|Charging the weapon by pulling on the charging handle; likely for balancing reasons, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In ''Call of Duty: Modern Warfare 2 Campaign Remastered'', the charging handle is appropriately used exclusively when reloading an empty magazine.&lt;br /&gt;
[[File:MW2R L86A1 (1).jpg|thumb|none|600px|Holding the L86 LSW.]]&lt;br /&gt;
[[File:MW2R L86A1 (2).jpg|thumb|none|600px|Aiming down its default iron sights.]]&lt;br /&gt;
[[File:MW2R L86A1 (3).jpg|thumb|none|600px|Holding an L86 equipped with a SUSAT scope.]]&lt;br /&gt;
[[File:MW2R L86A1 (4).jpg|thumb|none|600px|Aiming down the SUSAT.]]&lt;br /&gt;
[[File:MW2R L86A1 (5).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:MW2R L86A1 (6).jpg|thumb|none|600px|Using the charging handle.]]&lt;br /&gt;
[[File:MW2R L86A1 (7).jpg|thumb|none|600px|Inspecting the L86 shows the user pulling out the drum and inspecting it. Despite the increased detail, the feed chute is still much too short to feed or even lock into the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears in singleplayer and multiplayer. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, and some Russian troops; the latter is incorrect, as while the RPD is Russian in origin, it was phased out during the 1960s in favor of the [[PKM]].&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:MW2 RPD (1).jpg|thumb|none|600px|Holding the RPD. Note the same IO Inc SCOP0040 scope mount used with the AK-47, which in this case appears to be chopped in half to accommodate the reloading procedure which involves the opening of the top cover, meaning that the two parts are effectively disconnected.]]&lt;br /&gt;
[[File:MW2-RPD ironsight.jpg|thumb|none|600px|Aiming down the misaligned sights; the front sight is positioned too high.]]&lt;br /&gt;
[[File:MW2 RPD (2).jpg|thumb|none|600px|This is approximately how he sights are supposed to be aligned; such a view can be achieved in-game by looking downwards.]]&lt;br /&gt;
[[File:MW2 RPD (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:MW2 RPD (4).jpg|thumb|none|600px|Reloading the RPD, completely disconnecting the scope mount in the process.]]&lt;br /&gt;
[[File:MW2 RPD (5).jpg|thumb|none|600px|A look at the world model of the RPD equipped with the &amp;quot;grip&amp;quot; attachment, which gives it a wooden foregrip similar to that of the Romanian [[AIM]].]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The RPD now features a side-swinging scope mount (based on airsoft versions of KV-04S combined with Zenit mounts used for the [[PKP Pecheneg]]) that is moved out of the way when reloading. Like in ''Modern Warfare Remastered'', the charging handle is correctly pulled after replacing the belt.&lt;br /&gt;
[[File:MW2R RPD (1).jpg|thumb|none|600px|Roach holds an RPD machine gun.]]&lt;br /&gt;
[[File:MW2R RPD (2).jpg|thumb|none|600px|Aiming shows the sights are still poorly aligned; the charging handle is also perpetually unfolded.]]&lt;br /&gt;
[[File:MW2R RPD (3).jpg|thumb|none|600px|Unlatching the scope mount. The unspent belt rather sneakily drops back into the belt drum during this sequence.]]&lt;br /&gt;
[[File:MW2R RPD (4).jpg|thumb|none|600px|Attaching a new drum of ammo. Note the very rusty and dusty surfaces around the action and drum.]]&lt;br /&gt;
[[File:MW2R RPD (5.5).jpg|thumb|none|600px|Placing the new belt.]]&lt;br /&gt;
[[File:MW2R RPD (5).jpg|thumb|none|600px|Working the RPD's action.]]&lt;br /&gt;
[[File:MW2R RPD (6).jpg|thumb|none|600px|Inspecting the machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
In multiplayer, the &amp;quot;AUG HBAR&amp;quot; LMG takes the form of a correct [[Steyr AUG HBAR]] (Heavy Barrel), in contrast to the singleplayer, where it appears as an AUG A2. It is specifically modeled after the HBAR-T variant used in the designated marksman rifle role, as it has a RIS rail. It is equipped with an unusable bipod, a barrel mounted carrying handle from the M240, a 42-round magazine, and a 24.4&amp;quot; barrel. The weapon strangely lacks the standard AUG foregrip by default, though equipping the Foregrip attachment reattaches it.&lt;br /&gt;
&lt;br /&gt;
The weapon is unlocked at level 32. True to its nature, the AUG HBAR functions more like an assault rifle than an LMG: it has the fastest reload, has good accuracy and high damage, but suffers from recoil at long distances unless a Grip is used and the weapon is burst fired.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|500px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 AUGHBAR (1).jpg|thumb|none|600px|The AUG HBAR-T in multiplayer. The weapon's default iron sights lack the rear sight.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Steyr. Note the odd M240 carry handle, which normally wouldn't be needed as the AUG's integral foregrip is affixed to the barrel and is used to pull it out.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (3).jpg|thumb|none|600px|Having said that, the vertical grip is AWOL by default.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (4).jpg|thumb|none|600px|Reloading the AUG HBAR-T.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (6).jpg|thumb|none|600px|The AUG HBAR-T with its proper foregrip.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12]] is available in the game. It is shown with a custom folding charging handle and custom sights, consisting of a rail mounted rear sight and a flip up front sight. It uses an 8-round box magazine. Using the Extended Magazines attachment in multiplayer beefs up the capacity to 16, though the magazine model remains unchanged; real AA-12 magazine options include 8 round box magazines, or 20 and 32 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by the Russian Military (despite being American in origin) and the Shadow Company. It also appears outside the obstacle course in the first level once the player has run through it once, and a suppressed version with a heartbeat sensor appears in the Spec-Ops mission &amp;quot;Acceptable Losses&amp;quot;. The AA-12 has an absurdly high rate of fire in singleplayer and Spec Ops, at around 650-700 RPM, but fires at a more convincing (but still slightly excessive) 400 RPM in multiplayer.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:MW2 AA12 (1).jpg|thumb|none|600px|Holding an AA-12 shotgun.]]&lt;br /&gt;
[[File:MW2 AA12 (2).jpg|thumb|none|600px|Aiming down the default iron sights.]]&lt;br /&gt;
[[File:MW2 AA12 (3).jpg|thumb|none|600px|Reloading the AA-12. Note the straight feed lips and the custom knurled charging handle.]]&lt;br /&gt;
[[File:MW2 AA12 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The AA-12 in ''Campaign Remastered'' retains the same configuration from the original complete with the same rail mounted sights. It is also shown operating with a closed bolt, which is only the case for a production run of semi-automatic civilian models in 2018-2019. However, it is depicted with the proper AA-12 charging handle instead of the custom folding one shown in the original. It also has the restricted rate of fire of the multiplayer version from MW2.&lt;br /&gt;
[[File:MW2R AA-12 (1).jpg|thumb|none|600px|Pulling the charging handle when picking up the weapon.]]&lt;br /&gt;
[[File:MW2R AA-12 (2).jpg|thumb|none|600px|Holding the AA-12.]]&lt;br /&gt;
[[File:MW2R AA-12 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW2R AA-12 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:MW2R AA-12 (5).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2R AA-12 (6).jpg|thumb|none|600px|Inspecting the AA-12; the user inspects the left side, then pulls back the bolt and checks the chamber.]]&lt;br /&gt;
[[File:MW2R AA-12 (7).jpg|thumb|none|600px|Inspecting an AA-12 customized with a holographic sight.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is found in singleplayer and multiplayer, referred under its US Military designation M1014. It has a olive-green finished barrel and receiver, and a Surefire triple-rail foregrip (like the one installed on the British L128A1) with an unusable under-barrel flashlight. The barrel also appears with a flat sight plane in first person, which is unusual for the M4. The weapon is modeled with a civilian 4-shot magazine tube; like MW1, the M1014 has a 7-round capacity in singleplayer (the capacity of the military version), and has the correct modeled capacity in multiplayer (extended to 6 rounds with Extended Mags).&lt;br /&gt;
&lt;br /&gt;
It is used by the US Military and several Brazilian Militiamen in singleplayer; the player character Roach also starts with one in &amp;quot;Takedown&amp;quot;.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|500px|none|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[File:Railed Benelli M4.jpg|thumb|500px|none|Benelli M4 Super 90 with top rail and railed handguard - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014 (1).jpg|thumb|none|600px|Drawing the M1014. Note the flashlight.]]&lt;br /&gt;
[[File:MW2 M1014 (2).jpg|thumb|none|600px|The M1014 in first-person.]]&lt;br /&gt;
[[File:MW2 M1014 (3).jpg|thumb|none|600px|Aiming down the M1014's ghost ring sights.]]&lt;br /&gt;
[[File:MW2 M1014 (4).jpg|thumb|none|600px|Reloading the M1014. As in MW1, there is no chambering animation when the weapon is emptied, which would make the weapon unable to fire in reality.]]&lt;br /&gt;
[[File:MW2-M1014 3rd.jpg|thumb|none|600px|A Shadow Company soldier holds his M1014 shotgun in the Museum. The 4-shot magazine tube is easily visible here.]]&lt;br /&gt;
[[File:MW2-M1014 unique.jpg|thumb|none|600px|M1014 with arctic camouflage finish in the &amp;quot;Museum&amp;quot;. This is not possible outside of this one level; camouflage patterns cannot normally be applied to weapons which the multiplayer classifies as secondaries, including shotguns.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remastered version, the player character correctly inserts a round in the chamber during empty reloads, and releases the bolt before loading successive shells into the tube.&lt;br /&gt;
[[File:MW2R M1014 (1).jpg|thumb|none|600px|Roach with the Benelli M4 in the remaster. Note the non-standard barrel style.]]&lt;br /&gt;
[[File:MW2R M1014 (2).jpg|thumb|none|600px|Looking through the shotgun's sights.]]&lt;br /&gt;
[[File:MW2R M1014 (3).jpg|thumb|none|600px|Chamber-loading the M1014.]]&lt;br /&gt;
[[File:MW2R M1014 (4).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:MW2R M1014 (5).jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:MW2R M1014 (6).jpg|thumb|none|600px|Inspecting the Benelli.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is found in singleplayer and multiplayer. It is shown with the stock unfolded, and is used in pump-action mode only. In singleplayer, it is used by the Russian Military, Shadow Company, and Task Force 141, usually with no attachments; it's a bit of an odd choice to say the least, as it was never issued by any military force (most of its sales being to police departments, its intended market), and went out of production in the year 2000.&lt;br /&gt;
&lt;br /&gt;
Weirdly, the bolt is animated to cycle as the shotgun is fired (visible when aiming down sights), rather than when the player character works the pump after the shot. In singleplayer, fired shells can be seen ejecting when the gun cycles, but no shells are seen ejected in multiplayer.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:MW2 SPAS (1).jpg|thumb|none|600px|Drawing the SPAS-12. No, the player character doesn't have their arm shoved through the middle of the stock; some of the game's hand and arm models have oversized features that clip through certain weapons, creating illusions and issues like this. One also has to wonder why it wasn't being stored with the stock folded...]]&lt;br /&gt;
[[File:MW2 SPAS (2).jpg|thumb|none|600px|Idling with the SPAS-12. Note the rail bolted to the top of the receiver.]]&lt;br /&gt;
[[File:MW2 SPAS (3).jpg|thumb|none|600px|Aiming through the weapon's simple ghost-ring iron sights.]]&lt;br /&gt;
[[File:MW2 SPAS (4).jpg|thumb|none|600px|Pumping the shotgun after firing. Note the shut bolt; despite cycling when the weapon is fired, this doesn't move when the pump is worked. This makes the fact that the weapon is flipped over every time the action is cycled all the more bizarre, since all this really does is draw attention to the issue.]]&lt;br /&gt;
[[File:MW2 SPAS (5).jpg|thumb|none|600px|Reloading the SPAS-12, round by round. As in most games, this is done incorrectly; since the SPAS's bolt release (which is on the left side of the receiver) is also its carrier latch, it has to be held down in order to load in shells. The bolt release is also textured on the right side of the receiver due to the model being mirrored; the magazine catch, which is a differently shaped button that ''should'' be present on the right side of the receiver, is not modeled.]]&lt;br /&gt;
[[File:MW2 SPAS (6).jpg|thumb|none|600px|As is COD tradition, a pump is always required after the reload finishes, regardless if it is necessary, logical, or even if it actually does anything to the bolt. The flat object sticking out of the bottom of the receiver is the safety lever; the in-game SPAS is based off of the earlier FIE-imported models, with an 8-round magazine and a lever-type safety that had a tendency to be anything but (often failing to engage, and sometimes firing the shotgun when disengaged).]]&lt;br /&gt;
[[File:MW2-SPAS 3rd.jpg|thumb|none|600px|A soldier with a SPAS-12 shotgun in the Museum level. His trigger discipline is admirable, though one has to wonder why he's giving the rear sight such a wide berth.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In ''Modern Warfare 2 Campaign Remastered'', the reloading process is done correctly. The SPAS-12 is upended with the off-hand holding down the bolt release button to allow the shells to be loaded into the tube (an extremely rare sight in video games featuring this weapon). The pumping handle is not racked during partial reloads, and on empty reloads the character inserts the first shell in the chamber before loading the remaining ones in the tube. The bolt's movement and shell ejection are also now properly linked to the pump's animation rather than triggering immediately on firing.&lt;br /&gt;
[[File:MW2R SPAS-12 (1).jpg|thumb|none|600px|Holding the SPAS-12 taken from the hapless sentry at the start of &amp;quot;The Only Easy Day... Was Yesterday&amp;quot;.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (2).jpg|thumb|none|600px|Looking down the SPAS's sights.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (3).jpg|thumb|none|600px|Working the shotgun's action.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (4).jpg|thumb|none|600px|Chamberloading the SPAS-12.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (5).jpg|thumb|none|600px|Loading the tube magazine with the loading gate easily accessible. Unfortunately the safety wasn't remastered, and is still of the lever style.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (6).jpg|thumb|none|600px|Inspecting the SPAS-12. As with the original, it looks fairly worn and greased-stained, fitting in this particular location.]]&lt;br /&gt;
&lt;br /&gt;
==Sears Ranger==&lt;br /&gt;
A sawed-off Sears Ranger is featured in the game. The weapon cannot aim down sights. It can be dual-wielded to make up for its 2-round capacity. It can fire both barrels at the same time; note that while the in-game model appropriately has two triggers, the Create-a-Class icon has only one. In singleplayer, it is used by some Brazilian Militiamen. The Ranger is shown being able to eject the spent shells when reloaded instead of having to dump them out manually.&lt;br /&gt;
[[File:Remington SBS.jpg|400px|thumb|none|Sawed off double barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:MW2 Ranger (1).jpg|thumb|none|600px|Holding the Ranger shotgun, not to be confused with the actual US Army Rangers found in MW2.]]&lt;br /&gt;
[[File:MW2 Ranger (2).jpg|thumb|none|600px|Ejecting the fired shells...]]&lt;br /&gt;
[[File:MW2 Ranger (3).jpg|thumb|none|600px|... and loading in two new shells one by one.]]&lt;br /&gt;
[[File:MW2 Ranger (4).jpg|thumb|none|600px|Akimbo Rangers in first person. Sadly, one can't let off a quad-blast of simultaneous buckshot, as the button for the second barrel is used for the second Ranger instead.]]&lt;br /&gt;
[[File:MW2 Ranger (5).jpg|thumb|none|600px|Ejecting four shells.]]&lt;br /&gt;
[[File:MW2 Ranger (6).jpg|thumb|none|600px|Closing both shotguns after giving them the good-ol offscreen reload treatment.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Ranger (1).jpg|thumb|none|600px|Picking up the Ranger results in Roach quickly loading in two shells.]]&lt;br /&gt;
[[File:MW2R Ranger (2).jpg|thumb|none|600px|The single Ranger in idle.]]&lt;br /&gt;
[[File:MW2R Ranger (3).jpg|thumb|none|600px|Ejecting two unfired shells.]]&lt;br /&gt;
[[File:MW2R Ranger (4).jpg|thumb|none|600px|Loading in two more.]]&lt;br /&gt;
[[File:MW2R Ranger (5).jpg|thumb|none|600px|Dual-wielding Sears Rangers.]]&lt;br /&gt;
[[File:MW2R Ranger2 (6).jpg|thumb|none|600px|Dumping shells out of the Rangers while the rest of the task force comes back down the hill to gawk at Roach.]]&lt;br /&gt;
[[File:MW2R Ranger (7).jpg|thumb|none|600px|Viewing the two sawed-off shotguns.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12 / Armsel Protecta Hybrid==&lt;br /&gt;
The [[Sentinel Arms Striker-12]] (referred to as the &amp;quot;Striker&amp;quot;) is a shotgun in the game, using a roughly 12&amp;quot; barrel. The weapon is hybridized with the large shell deflector and the automatic ejection capabilities of the [[Armsel Protecta]]; later models of the Striker-12 do indeed have these Protecta features, but they also have a rear drum advance lever, which the in-game model lacks. Beyond that, the in-game model is odd in a few more ways: the winding key is modeled as a weird spike (likely modeled after a particular gun where the winding key is stripped down to just its post), while the muzzle is modeled with a strange protrusion.&lt;br /&gt;
&lt;br /&gt;
The reload animation depicts the thumb tab to the right of the drum as a drum advance lever, turning the drum whenever it is pressed; there is no evidence that the thumb tab can be used as a drum advance lever in reality, and the Striker-12 manual describes the tab to be a button used to open or close the ejection port. It should also be noted that ''Modern Warfare 2'' is one of the first video games to depict the ejection port button being used as a drum advance lever, and very likely influenced later games to ''also'' depict the ejection port button as a drum advance lever.&lt;br /&gt;
&lt;br /&gt;
Possibly to offset its large magazine, the Striker reloads slowly and has lower damage per shot than the other shotguns, requiring 2-3 hits to kill without Stopping Power.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12FullLength.jpg |thumb|none|500px|Sentinel Arms Striker-12 civilian-legal 18&amp;quot; barrel with top folding stock - 12 gauge]]&lt;br /&gt;
[[File:Protecta.jpg|thumb|none|500px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW2 Protecta (1).jpg|thumb|none|600px|Drawing the Striker.]]&lt;br /&gt;
[[File:MW2 Protecta (2).jpg|thumb|none|600px|Holding the Striker and ready to fire.]]&lt;br /&gt;
[[File:MW2 Protecta (3).jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[File:MW2 Protecta (4).jpg|thumb|none|600px|Reloading; the player character inserts a new shell into the drum...]]&lt;br /&gt;
[[File:MW2 Protecta (5).jpg|thumb|none|600px|... and presses the &amp;quot;drum advancing thumb tab&amp;quot; to index to the next position, before loading another round. The animation shows the shell visibly moving counterclockwise; the shell should've rotated clockwise if the ejection port button really was a drum advance lever, as the Striker's unwounding clockwork mechanism only turns the drum clockwise.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Striker (1).jpg|thumb|none|600px|Roach with a Striker on &amp;quot;Loose Ends&amp;quot;.]]&lt;br /&gt;
[[File:MW2R Striker (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R Striker (3).jpg|thumb|none|600px|Reloading, the character now grasps the Striker by its drum.]]&lt;br /&gt;
[[File:MW2R Striker (4).jpg|thumb|none|600px|Tabbing the same lever mentioned above.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in singleplayer and multiplayer. It is modeled after the custom 1887 used by [[Arnold Schwarzenegger]] in ''[[Terminator 2: Judgment Day]]'', featuring a shortened barrel, no stock, no trigger guard, and an enlarged lever loop. The 1887 can be dual-wielded; when akimbo, the weapons are flip-cocked as in ''Terminator 2''.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by some Brazilian Militia members. In multiplayer, the 1887 used to have the highest effective range of all shotguns, and its sole &amp;quot;attachment&amp;quot; is Akimbo. As shotguns are largely hipfired anyway, dual wielding the 1887's basically doubled the damage without downsides, making them notorious in the community before a patch decreased their Akimbo range to be more comparable to the dual Rangers. Another patch also slightly decreased the single 1887's range, leaving it outclassed by the SPAS-12 in pretty much all aspects.&lt;br /&gt;
[[File:Win1887shotgunT2.jpg|thumb|none|400px|The sawed-off Winchester 1887 with large-lever loop used by [[Arnold Schwarzenegger]] as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.]]&lt;br /&gt;
[[File:MW2 1887 (1).jpg|thumb|none|600px|Equipping the Winchester 1887 with a cycling of the action.]]&lt;br /&gt;
[[File:MW2 1887 (2).jpg|thumb|none|600px|The 1887 in idle.]]&lt;br /&gt;
[[File:MW2 1887 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW2 1887 (4).jpg|thumb|none|600px|Ejecting a shell at the start of the reload, which is interestingly enough, blue, just like in T2.]]&lt;br /&gt;
[[File:MW2 1887 (5).jpg|thumb|none|600px|Shutting the action closed at the end. The reload erroneously shows every shell being placed into the barrel rather than the magazine tube, even though the cycling animation correctly showing the shells inside the magazine tube.]]&lt;br /&gt;
[[File:MW2 1887 (7).jpg|thumb|none|600px|Dual-wielding the Winchesters in an ascended form of forsaking sensible armament.]]&lt;br /&gt;
[[File:MW2 1887 (6).jpg|thumb|none|600px|Flip-cocking, the right shotgun is not aligned properly though.]]&lt;br /&gt;
[[File:MW2-1887.jpg|thumb|none|600px|A Winchester Model 1887 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remaster correctly involves loading the shells into the magazine tube, with only the first shell being inserted into the barrel during empty reloads. The weapon is now flip-cocked at the end of every reload (even when not dual-wielded).&lt;br /&gt;
[[File:M1887 Airsoft.jpg|thumb|none|400px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge]]&lt;br /&gt;
[[File:MW2R 1887 (1).jpg|thumb|none|600px|The M1887 on &amp;quot;The Hornet's Nest&amp;quot;.]]&lt;br /&gt;
[[File:MW2R 1887 (2).jpg|thumb|none|600px|Iron sights of the Winchester.]]&lt;br /&gt;
[[File:MW2R 1887 (3).jpg|thumb|none|600px|Cycling the lever action. The markings on the shells indicate that this is a 12 gauge variant.]]&lt;br /&gt;
[[File:MW2R 1887 (4).jpg|thumb|none|600px|On non-empty reloads, the chambered shell only extracts very little; it gets rechambered as the first new shell is loaded.]]&lt;br /&gt;
[[File:MW2R 1887 (5).jpg|thumb|none|600px|About to load the barrel from empty, note the follower.]]&lt;br /&gt;
[[File:MW2R 1887 (6).jpg|thumb|none|600px|Flip-chambering the 1887 at the end of the reload. Note how in the remastered, the weapon doesn't have the enlarged lever loop required for this, and as such the player character would be likely to break their fingers.]]&lt;br /&gt;
[[File:MW2R 1887 (7).jpg|thumb|none|600px|Inspecting the name on the side of the Winchester.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1200==&lt;br /&gt;
The [[Winchester 1200]] shotgun from MW1 was seen in the hands of Russian Internal Troops in the game's trailer; it was apparently a placeholder, as in the final game it is only featured in the &amp;quot;Museum&amp;quot; bonus level.&lt;br /&gt;
[[File:WinM1200B.jpg|thumb|none|500px|A heavily modified Winchester 1200, like the one in the game - 12 gauge]]&lt;br /&gt;
[[File:MW2 W1200 (1).jpg|thumb|none|600px|The Winchester 1200 as seen in game.]]&lt;br /&gt;
[[File:MW2 W1200 (2).jpg|thumb|none|600px|The iron sights of the Winchester 1200.]]&lt;br /&gt;
[[File:MW2 W1200 (3).jpg|thumb|none|600px|Reloading the W1200.]]&lt;br /&gt;
[[File:MW2 W1200 (4).jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[File:MW2-Winchester.jpg|thumb|none|600px|A soldier with the Winchester 1200 in the Museum bonus level.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
As with other shell-by-shell loading shotguns, the Winchester 1200's empty reload involves chambering a round first then loading the rest of the shells, and the pumping handle is not operated during a partial reload.&lt;br /&gt;
[[File:MW2R W1200 (1).jpg|thumb|none|600px|Picking up the Winchester 1200 in the Museum.]]&lt;br /&gt;
[[File:MW2R W1200 (2).jpg|thumb|none|600px|Holding the W1200.]]&lt;br /&gt;
[[File:MW2R W1200 (3).jpg|thumb|none|600px|The weapon's iron sights.]]&lt;br /&gt;
[[File:MW2R W1200 (4).jpg|thumb|none|600px|Firing the shotgun and pumping the handle.]]&lt;br /&gt;
[[File:MW2R W1200 (5).jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:MW2R W1200 (6).jpg|thumb|none|600px|Inserting the rest of the shells.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Saab Bofors Dynamics M136 AT4 ==&lt;br /&gt;
The [[M136 AT4]] appears in the game. The multiplayer version incorrectly fires guided rounds, and is referred to as &amp;quot;AT4-HS&amp;quot;. &amp;quot;HS&amp;quot; most likely is abbreviated for &amp;quot;Heat-Seeking&amp;quot; and is also how it was able to guide its way to a moving aircraft but can still be counter measured by flares. The game also shows it as reloadable, seen when using it in multiplayer with the Scavenger perk.&lt;br /&gt;
[[File:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 Anti-Tank rocket launcher - 84mm]]&lt;br /&gt;
[[File:MW2 AT4 (1).jpg|thumb|none|600px|Drawing the M136 AT4 by popping out the rear sight, then disengaging the safety.]]&lt;br /&gt;
[[File:MW2 AT4 (2).jpg|thumb|none|600px|The AT4 in idle.]]&lt;br /&gt;
[[File:MW2 AT4 (3).jpg|thumb|none|600px|Aiming down the launchers apparently smart sights.]]&lt;br /&gt;
[[File:MW2-AT4.jpg|thumb|none|600px|An AT4 in the game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R AT4 (1).jpg|thumb|none|600px|Opening the AT4's rear sight.]]&lt;br /&gt;
[[File:MW2R AT4 (2).jpg|thumb|none|600px|Holding the AT4 on the oilrig.]]&lt;br /&gt;
[[File:MW2R AT4 (3).jpg|thumb|none|600px|Sighting in an AH-6 Little Bird that the Ultranationalists have for some reason.]]&lt;br /&gt;
[[File:MW2R AT4 (4).jpg|thumb|none|600px|Inspecting the M136 AT4.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] appears as the &amp;quot;Thumper&amp;quot; in the game, and can be found in &amp;quot;The Hornet's Nest&amp;quot; and in some Spec Ops missions. It is available as a secondary weapon in multiplayer. In the former two gamemodes, it can be hipfired, but attempting to do so in MP will bring the sights into picture and fire the shot, similar to the RPG or AT4.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MW2 M79 (1).jpg|thumb|none|600px|The M79 &amp;quot;Thumper&amp;quot; on the multiplayer map &amp;quot;Wasteland&amp;quot;.]]&lt;br /&gt;
[[File:MW2 M79 (2).jpg|thumb|none|600px|Aiming down the leaf sight.]]&lt;br /&gt;
[[File:MW2 M79 (3).jpg|thumb|none|600px|Thumbing open the breech.]]&lt;br /&gt;
[[File:MW2 M79 (4).jpg|thumb|none|600px|Tossing aside the spent 40mm casing.]]&lt;br /&gt;
[[File:MW2 M79 (5).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M79 (1).jpg|thumb|none|600px|Acquiring the M79 now shows the leaf sight getting unfolded.]]&lt;br /&gt;
[[File:MW2R M79 (2).jpg|thumb|none|600px|Roach with a M79.]]&lt;br /&gt;
[[File:MW2R M79 (3).jpg|thumb|none|600px|Aiming the &amp;quot;Thumper&amp;quot;.]]&lt;br /&gt;
[[File:MW2R M79 (4).jpg|thumb|none|600px|Inspecting the loaded 40mm grenade.]]&lt;br /&gt;
[[File:MW2R M79 (5).jpg|thumb|none|600px|The spent shell is now auto-ejected during the reload.]]&lt;br /&gt;
[[File:MW2R M79 (6).jpg|thumb|none|600px|Loading in a new shell.]]&lt;br /&gt;
[[File:MW2R M79 (7).jpg|thumb|none|600px|Inspecting after firing the last shot shows the spent casing.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] can be found in the levels &amp;quot;Wolverines!&amp;quot; and &amp;quot;The Only Easy Day... Was Yesterday&amp;quot; in singleplayer, and is unlockable in multiplayer. The weapon can only be fired when locked onto helicopters or aircraft. It lacks the folding IFF (Identification, Friend or Foe) antenna on the right side of the weapon, however this is not actually required to lock on to a target and fire the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|500px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[File:MW2 Stinger (1).jpg|thumb|none|600px|Initially equipping the FIM-92 by flipping out the sight.]]&lt;br /&gt;
[[File:MW2 Stinger (2).jpg|thumb|none|600px|The Stinger in idle.]]&lt;br /&gt;
[[File:MW2 Stinger (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Stinger (1).jpg|thumb|none|600px|Ramirez readies the Stinger.]]&lt;br /&gt;
[[File:MW2R Stinger (2).jpg|thumb|none|600px|Ramirez holds the Stinger and sees his target.]]&lt;br /&gt;
[[File:MW2R Stinger (3).jpg|thumb|none|600px|The Stinger locks on.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] launcher is another available launcher for use in the game. While the multiplayer version is limited to one rocket in reserve (with the Scavenger perk), the singleplayer version has much more ammo. It is seen being used by the Russians, who seemingly appropriated them from military stockpiles upon invading US soil. The in-game Javelin has the erroneous ability to lock onto areas on the ground (not targets on the ground, but static objects or terrain), enabling it to function like a high-tech mortar.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:MW2 FGM-148 (1).jpg|thumb|none|600px|Equipping the FGM-148.]]&lt;br /&gt;
[[File:MW2 FGM-148 (2).jpg|thumb|none|600px|The Javelin in idle.]]&lt;br /&gt;
[[File:MW2 FGM-148 (3).jpg|thumb|none|600px|Acquiring a lock on dastardly shipping crates.]]&lt;br /&gt;
[[File:MW2 FGM-148 (4).jpg|thumb|none|600px|The CLU view when locked-on.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R FGM-148 (1).jpg|thumb|none|600px|Taking off the muzzle cover of a FGM-148 in the Museum.]]&lt;br /&gt;
[[File:MW2R FGM-148 (2).jpg|thumb|none|600px|The Javelin in the remaster.]]&lt;br /&gt;
[[File:MW2R FGM-148 (3).jpg|thumb|none|600px|Inspecting the CLU.]]&lt;br /&gt;
[[File:MW2R FGM-148 (4).jpg|thumb|none|600px|Using the FGM-148 in the crow's nest from &amp;quot;Of Their Own Accord.&amp;quot;]]&lt;br /&gt;
[[File:MW2R FGM-148 (5).jpg|thumb|none|600px|The nigh vision view through the sight.]]&lt;br /&gt;
[[File:MW2R FGM-148 (6).jpg|thumb|none|600px|Sgt. Foley using the FGM-148 in the appropriate sitting position.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is a launcher in both singleplayer and multiplayer. In singleplayer, it is used by all enemy forces. Like MW1, it is a powerful weapon, but is atrociously inaccurate at long ranges, apparently because the rocket's stabilizing fins do not deploy and as a result cause the rocket to fly erratically.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW2 RPG7 (1).jpg|thumb|none|600px|The RPG-7 in multiplayer.]]&lt;br /&gt;
[[File:MW2 RPG7 (2).jpg|thumb|none|600px|Aiming the RPG.]]&lt;br /&gt;
[[File:MW2 RPG7 (3).jpg|thumb|none|600px|Reloading another warhead.]]&lt;br /&gt;
[[File:Rpg-7_2.png|thumb|none|600px|A Middle East Insurgent with RPG-7 in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R RPG-7 (1).jpg|thumb|none|600px|The RPG-7 has a new acquiring animation where the player character flips up the rear sight.]]&lt;br /&gt;
[[File:MW2R RPG-7 (2).jpg|thumb|none|600px|The RPG in &amp;quot;Wolverines!&amp;quot;]]&lt;br /&gt;
[[File:MW2R RPG-7 (3).jpg|thumb|none|600px|Using the sights.]]&lt;br /&gt;
[[File:MW2R RPG-7 (4).jpg|thumb|none|600px|Pulling up another rocket-propelled grenade.]]&lt;br /&gt;
[[File:MW2R RPG-7 (5).jpg|thumb|none|600px|Inspecting the launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==M203 Grenade Launcher (Airsoft)==&lt;br /&gt;
The airsoft model of the [[M203 grenade launcher]], distinguishable by its distinctive RIS mount and lack of a trigger guard, returns from ''[[Call of Duty 4: Modern Warfare]]'' as the standard grenade launcher for every assault rifle except the [[AK-47]]. It features a new firing sound, and unlike in the multiplayer of the previous installment, the M203 does not prevent the use of Perk 1. The single-player mission &amp;quot;Team Player&amp;quot; is the first time the player gets to use the M203, attached to an [[M4A1]].&lt;br /&gt;
&lt;br /&gt;
Like MW1, a full 40mm grenade stands in for the grenade's casing during the reload animation). However, the M79 grenade launcher's reload animation does show an independent grenade casing model existing in-game, meaning that the M203's reload animation is recycled entirely from MW1.&lt;br /&gt;
[[File:G%26P_M203.jpg|thumb|none|400px|'''Airsoft''' M203 made by G&amp;amp;P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.]]&lt;br /&gt;
[[File:MW2 M203 (1).jpg|thumb|none|600px|The M203 slung under the M16.]]&lt;br /&gt;
[[File:MW2 M203 (2).jpg|thumb|none|600px|Dropping out the spent shell.]]&lt;br /&gt;
[[File:MW2 M203 (3).jpg|thumb|none|600px|Reloading another.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The launcher is still modeled after an airsoft version, presumably reusing the same model from ''Call of Duty: Modern Warfare Remastered''. Like in the previous remaster, the round being ejected while reloading is a proper spent casing.&lt;br /&gt;
[[File:MW2R M203 (1).jpg|thumb|none|600px|Using the M203 mounted on a SCAR-H.]]&lt;br /&gt;
[[File:MW2R M203 (2).jpg|thumb|none|600px|Reloading the launcher.]]&lt;br /&gt;
[[File:MW2R M203 (3).jpg|thumb|none|600px|A view of the M203.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] shotgun is frequently seen mounted to rifles as an underslung shotgun like the M203. It is mostly attached to the FN FAL or SCAR-H assault rifles, but is sometimes seen on other weapons. The shotgun carries an impossible 7 shells in singleplayer, and a more-realistic-but-still-one-extra 4 shells in multiplayer. In multiplayer, it is unlocked for assault rifles after 20 grenade launcher kills.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|450px|KAC Masterkey shotgun - 12 Gauge]]&lt;br /&gt;
[[File:MW2 Masterkey (1).jpg|thumb|none|600px|Working the Masterkey's pump in the necessary action movie style whenever opting to use it. Doing so would realistically eject a perfectly good shell. Switching to the Masterkey while sprinting or from a secondary weapon does not pump the shotgun.]]&lt;br /&gt;
[[File:MW2 Masterkey (2).jpg|thumb|none|600px|As to how it shoots straight while being aimed high is another matter.]]&lt;br /&gt;
[[File:MW2 Masterkey (3).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]&lt;br /&gt;
[[File:MW2 Masterkey (4).jpg|thumb|none|600px|A good view of the device shown from the start of the FAL's reload.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The 7-round capacity from the original singleplayer has been decreased to the technically achievable 4 round in ''Modern Warfare 2 Campaign Remastered''. Sadly however, the Masterkey didn't receive the appropriate difference in partial/empty reload process as with other shotguns, plus it is still pumped when switching to it, and the player character still grasps the pistol grip of their main rifle rather than operating the actual trigger of the Masterkey.&lt;br /&gt;
[[File:MW2R Masterkey (1).jpg|thumb|none|600px|Ramirez holds a Masterkey mounted on an AK.]]&lt;br /&gt;
[[File:MW2R Masterkey (2).jpg|thumb|none|600px|Firing the Masterkey.]]&lt;br /&gt;
[[File:MW2R Masterkey (3).jpg|thumb|none|600px|Reloading the Masterkey.]]&lt;br /&gt;
[[File:MW2R Masterkey (4).jpg|thumb|none|600px|Roach inspects a Masterkey mounted on a FAL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
The [[GP-30]] grenade launcher, incorrectly called the GP-25, is sometimes seen mounted on the [[AK-47]]s in-game. Like in ''Call of Duty 4'', a western 40mm grenade stands in for the Russian VOG-25 40mm grenade, and the player is incorrectly shown flicking the launcher downwards to eject a spent grenade casing upon firing the weapon, even though the real VOG-25 grenades are caseless; a full western 40mm grenade stands in for said spent grenade casing.&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MW2 GP30 (1).jpg|thumb|none|600px|The GP-30 in use.]]&lt;br /&gt;
[[File:MW2 GP30 (2).jpg|thumb|none|600px|Dumping out an entirely incorrect cartridge from the launcher.]]&lt;br /&gt;
[[File:MW2 GP30 (3).jpg|thumb|none|600px|Inserting another one for inexplicable reasons.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R GP-25 (1).jpg|thumb|none|600px|Inspecting an &amp;quot;AK-47 Grenadier&amp;quot;.]]&lt;br /&gt;
[[File:MW2R GP-25 (2).jpg|thumb|none|600px|The grenade launcher in use.]]&lt;br /&gt;
[[File:MW2R GP-25 (3).jpg|thumb|none|600px|Reloading. Like in ''Modern Warfare Remastered'', the launcher is no longer flicked, and a proper VOG-25 grenade is used.]]&lt;br /&gt;
[[File:MW2R GP-25 (4).jpg|thumb|none|600px|However, still like in ''MWR'', the player character unnecessarily flicks the safety lever after loading the launcher. The lever itself does not move and remains set to the &amp;quot;ОГ&amp;quot; fire position.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades/Explosives=&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
The [[M83 smoke grenade]] is the standard smoke grenade that can be used in the game; like COD4, they feature incorrect [[M18 smoke grenade]] textures, and may even be the exact same model. Colored versions are used to mark killstreak drop locations for some multiplayer killstreaks.&lt;br /&gt;
&lt;br /&gt;
[[File:m87.JPG|thumb|none|150px|M83 smoke grenade]]&lt;br /&gt;
[[File:MW2 M18 (2).jpg|thumb|none|600px|Preparing to throw a smoke grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M83.jpg|thumb|none|600px|Grasping the ''Remastered'' M83 Smoke Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Smoke Grenade==&lt;br /&gt;
[[File:MW2 M18 (1).jpg|thumb|none|600px|Unidentified grenades on the vest of an Ultranationalist.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] returns as the standard hand grenade for all factions.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW2 M67 crate.jpg|thumb|none|600px|A crate full of M67 frags in S.S.D.D.'s &amp;quot;Pull The Trigger 101&amp;quot; class.]]&lt;br /&gt;
[[File:MW2 M67 (1).jpg|thumb|none|600px|An Ultranationalist soldier about to throw a M67 grenade.]]&lt;br /&gt;
[[File:MW2 M67 pickup.jpg|thumb|none|600px|Enemies and friendlies sometimes drop bags of M67 Grenades upon death which the player can then resupply from. (Though despite being modeled as full of grenades they only resupply one each.)]]&lt;br /&gt;
[[File:MW2 M67 Ru.jpg|thumb|none|600px|A Russian Soldier with M67 Grenades on his belt.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M67 1.jpg|thumb|none|600px|In the remastered edition of S.S.D.D. during his &amp;quot;Pull the Trigger 101&amp;quot; class, Sergeant Foley picks up and shows off an M67 grenade, before pushing the box to PFC. Allen.]]&lt;br /&gt;
[[File:MW2R M67 2.jpg|thumb|none|600px|Allen picks up some Grenades from the box...]]&lt;br /&gt;
[[File:MW2R M67 3.jpg|thumb|none|600px|...then throws one down range. Note the pin clipping through his finger.]]&lt;br /&gt;
[[File:MW2R M67 pickup.jpg|thumb|none|600px|Like the original game, enemies and friendlies will drop bags of grenades upon death for you to resupply if your own grenade ammo has depleted.]]&lt;br /&gt;
[[File:MW2R M67 RU.jpeg|thumb|none|600px|A Russian Soldier with M67 Grenades on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
[[M84 stun grenade]]s returns as the Flashbang and Stun Grenades. Flashbangs have a green stripe, while Stun Grenades have a red stripe.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW2 M84.jpg|thumb|none|600px|Note that the character is only pulling the top pin and the lever is clipping into his hand.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The deployable [[Claymore]] is usable by the player, again depicted with the fictional laser tripwire detonators instead of being command detonation.&lt;br /&gt;
&lt;br /&gt;
[[File:M18A1.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch]]&lt;br /&gt;
[[File:MW2-Claymore.jpg|thumb|none|600px|The player character places a Claymore mine.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M18A1 (1).jpg|thumb|none|600px|A M18A1 Claymore mine taken from the stack on the roof of Nate's.]]&lt;br /&gt;
[[File:MW2R M18A1 (2).jpg|thumb|none|600px|Looking at the front of the mine.]]&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
The C4 from ''Call of Duty 4'' returns in ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
Much like in ''Call of Duty 4'', the C4's Clacker is bizarrely used to call in some of the killstreaks, as if it was a radio, though other more sensible communication devices like colored smoke and rugged laptops are now present and used for other killstreaks.&lt;br /&gt;
&lt;br /&gt;
==Fictional Bounding Mine==&lt;br /&gt;
The bounding mines featured in the mission &amp;quot;Loose Ends&amp;quot; resemble closely the fictional bounding mines seen in the Guantanamo scene from ''[[Bad_Boys_II#Fictional_Bounding_Mine|Bad Boys II]]''.&lt;br /&gt;
[[File:MW2 Boundingmine.jpg|thumb|none|600px|Fortunately for Roach, time slows down whenever he triggers one of these.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Boundingmine.jpg|thumb|none|600px|The same sequence in the remaster.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
In singleplayer, the [[General Dynamics GAU-17/A]], the first time the player gets to use the Minigun is in the level &amp;quot;Team Player&amp;quot;, where it is mounted on M1026 HMMWVs; in this mission, it strangely fires in a circular spread. In the missions &amp;quot;Wolverines!&amp;quot; and &amp;quot;Exodus&amp;quot;, the Minigun is used for the (fictional) M5 Sentry Gun emplacement, operated by both U.S. Army Rangers and Russian airborne infantry units, and available as a kill streak in multiplayer. In &amp;quot;Loose Ends&amp;quot;, dismantled Miniguns can be found in Makarov's safehouse, and can later can be seen mounted on Shadow Company SUVs.&lt;br /&gt;
&lt;br /&gt;
In a few multiplayer maps, Miniguns can be found mounted on objects, similarly to the [[M249]]s in [[Call of Duty 4: Modern Warfare|the first ''Modern Warfare]]''.&lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:232.png|thumb|none|600px|PFC Joseph Allen mans a Humvee-mounted Minigun in the mission &amp;quot;Team Player&amp;quot; while waiting for an F-15C Eagle to perform an air strike on an enemy-occupied building. It would be more accurate for Humvees to mount a [[Browning M2HB]], though as the saying goes, there's no kill like overkill. Note that the Rangers are filming the air strike with their cell phones and video cameras.]]&lt;br /&gt;
[[File:MW2 screen 17-1255733026.jpg|thumb|none|600px|Side view of the Humvee-mounted Minigun. Note that all of the HMMWVs in-game are painted in a camouflage pattern, similar to some of the HMMWVs in ''[[Generation Kill]]''.]]&lt;br /&gt;
[[File:MW2-Sentry.jpg|thumb|none|600px|An M5 Sentry Gun in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The truck-mounted Miniguns in &amp;quot;Team Player&amp;quot; now fire in a more realistic, non pepperbox-like pattern.&lt;br /&gt;
[[File:MW2R M5 Sentry.jpg|thumb|none|600px|The remastered &amp;quot;M5 Sentry Gun&amp;quot;.]]&lt;br /&gt;
[[File:MW2R GAU-17A (1).jpg|thumb|none|600px|Ramirez overlooks the rubble at the Washington Monument evac site during the UH-60 ride at the end of &amp;quot;Of Their Own Accord&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
In the remastered version, A-10 Thunderbolt II airplanes can be seen on the airfield at Firebase Phoenix, armed with [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:MW2R GAU-8.jpg|thumb|none|600px|Allen observes the nose of one of the A-10s and some Army personnel guarding the aircraft.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M134 Minigun==&lt;br /&gt;
AH-6 &amp;quot;Little Bird&amp;quot; helicopters are equipped with [[GE M134 Minigun]]s.&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 M136 AH-6.jpg|thumb|none|600px|An M134 Minigun under the wing of an AH-6 &amp;quot;Little Bird&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1W Super Cobras seen at the aircraft boneyard in &amp;quot;The Enemy of My Enemy&amp;quot; and in multiplayer. The Harrier jumpjets also inaccurately sport the very same gun pod from the Cobras in multiplayer in order to fulfill the fictional (for a Harrier) function of hovering over an area and providing fire support.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-12/U==&lt;br /&gt;
A [[General Electric GAU-12/U|GAU-12/U]] is mounted on AC-130 gunships, alongside the [[Bofors 40mm]] and M102 Howitzer.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|350px|GE GAU-12/U five-barrel cannon - 25mm.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on AC-130 gunships, alongside the GAU-12/U and M102 Howitzer.&lt;br /&gt;
&lt;br /&gt;
[[File:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The M102 105mm howitzer is mounted on AC-130 gunships, alongside the GAU-12/U and 40mm Bofors.&lt;br /&gt;
&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun|M242 Bushmaster Chaingun]] are present on M2 Bradley Infantry Fighting Vehicles used by the US Army. &lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:MW2 M242.jpg|thumb|none|600px|A M2 Bradley seen at the end of &amp;quot;Wolverines!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M242.jpg|thumb|none|600px|Note the incorrect &amp;quot;USMC&amp;quot; markings, as Marines do not use the Bradley.]]&lt;br /&gt;
&lt;br /&gt;
==Mark 19 Mod 3 Automatic Grenade Launcher==&lt;br /&gt;
A dismantled [[Mk 19 grenade launcher|Mark 19 Mod 3]] is seen on the ground next to a Humvee under repair in &amp;quot;S.S.D.D.&amp;quot;. This is its sole appearance in the entire game, and it is never used.&lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|500px|none|Mk 19 grenade launcher in vehicle mounting - 40x53mm.]]&lt;br /&gt;
[[File:MK19gl-MW2.jpg|thumb|none|600px|A loaded(!) Mk. 19 on the ground next to a Humvee.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Mk19.jpg|thumb|none|600px|The remastered Mk. 19, still liable for someone to get chewed-out by a senior NCO a decade later.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
One usable [[Browning M2]] is found mounted on a Brazilian technical truck in &amp;quot;The Hornet's Nest&amp;quot;. Like other mounted weapons, it has infinite ammo and will overheat after continuous fire. They also appear mounted on the Stryker vehicle and the Abrams tank.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:MW2 M2HB (1).jpg|thumb|none|600px|Roach operates the usable Browning M2HB in &amp;quot;The Hornet's Nest&amp;quot;. Note the M249 SAW icon used as a generic icon for mounted guns. Also note that Roach's hands and ammunition for the gun are both completely absent; apparently this .50cal operates on the power of positive thinking.]]&lt;br /&gt;
[[File:MW2 M2HB (2).jpg|thumb|none|600px|The Browning M2 viewed from the side.]]&lt;br /&gt;
[[File:AbramsM2-MW2.jpg|thumb|none|600px|A Browning M2 mounted on a destroyed M1 Abrams tank.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The same technical mounted Browning M2s can be used in the remaster, now without the power of telekinesis and an actual belt box-full of cartridges.&lt;br /&gt;
[[File:MW2R M2HB (1).jpg|thumb|none|600px|Roach celebrates his newfound physical coordination by jerking the M2 around in a new animation when stepping up to use it.]]&lt;br /&gt;
[[File:MW2R M2HB (2).jpg|thumb|none|600px|Manning the M2HB.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[M249 SAW]] can be seen mounted on a fallen tree and used as a turret in the level &amp;quot;Whiskey Hotel&amp;quot;.&lt;br /&gt;
[[File:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock - 5.56x45mm with 200 round ammo drum.]]&lt;br /&gt;
[[File:Mw2 M249.jpg|thumb|none|600px|An M249 SAW mounted on a log in the level &amp;quot;Whiskey Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MW2-M249side.jpg|thumb|none|600px|A side view of the M249 mounted on the log.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M249 (1.1).jpg|thumb|none|600px|The M249 in the remaster.]]&lt;br /&gt;
[[File:MW2R M249 (2).jpg|thumb|none|600px|Commandeering the SAW.]]&lt;br /&gt;
[[File:MW2R M249 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==KPV==&lt;br /&gt;
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Russian paratroopers to engage US air support in &amp;quot;Exodus&amp;quot;. They are also found on the multiplayer map &amp;quot;Afghan&amp;quot; and on the roofs of buildings on the multiplayer map &amp;quot;Strike.&amp;quot; A miniature ZPU model is also present in the &amp;quot;Museum&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It reuses the same model from ''Call of Duty 4''.&lt;br /&gt;
[[File:ZPU-4.jpg|thumb|none|400px|KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm]]&lt;br /&gt;
[[File:MW2 ZPU.jpg|thumb|none|600px|The ZPU-4 as found in the multiplayer level &amp;quot;Afghan.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R ZPU.jpg|thumb|none|600px|A close up of one of the ZPUs found at the end of &amp;quot;Exodus.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars are fired by OpFor troops in the &amp;quot;Team Player&amp;quot; singleplayer mission at the beginning at the other bridge shore. This is the third appearance of the model in the ''Call of Duty'' series after it first appeared in ''[[Call of Duty 2]]'' and reappeared ''[[Call of Duty 4: Modern Warfare]]''. The same model would later on be used in ''[[Call of Duty: Black Ops II]]'' level &amp;quot;Pyrrhic Victory&amp;quot;. The mortar also appeared in ''[[Call of Duty: WWII]]'', but it thankfully no longer uses the ancient COD2 model in that game.&lt;br /&gt;
[[Image:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
Mi-28N helicopters, BTR-82A APCs, and BMP-2 IFVs all mount [[Shipunov 2A42]] autocannons.&lt;br /&gt;
[[File:30mm autocannon BTR 90.jpg|thumb|none|400px|Shipunov 2A42 mounted on BTR-90 - 30x165mm]]&lt;br /&gt;
[[File:MW2 2A42.jpg|thumb|none|600px|Getting a close look a BTR-82A's turret in &amp;quot;Wolverines!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R 2A42 (1).jpg|thumb|none|600px|Roach takes a look at a snowy BTR-82A after getting nearly squashed by it.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24 gunships seen throughout the game sport [[Yakushev-Borzov Yak-B]] chin turret rotary machine guns.&lt;br /&gt;
[[File:Yakb.JPG|thumb|none|400px|Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:MW2 Yak-B.jpg|thumb|none|600px|The low-detail Yak-B as seen on a parked Mi-24 in &amp;quot;Cliffhanger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Yak-B.jpg|thumb|none|600px|The same Hind in the remaster.]]&lt;br /&gt;
&lt;br /&gt;
=Not Usable/Cut Weapons=&lt;br /&gt;
The following weapons appear in images, textures, and graphics present within the game. None are usable weapons, and none of them are known to have a 3D model.&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
A poster of a [[Makarov PM]] is seen in the Multiplayer map 'Salvage&amp;quot; in the small house, along with SVD Dragunov and AKM Posters, and the plans of the attack on &amp;quot;No Russian&amp;quot;.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
In the Spec-Ops mission &amp;quot;Hidden&amp;quot;, a statue of two Russian soldiers are seen with cement versions of the [[PPSh-41]].&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:COD4-PPSH.jpg|thumb|none|600px|A statue of 2 Russian soldiers holding cement [[PPSh-41]]s. Note that &amp;quot;Hidden&amp;quot; is the Call of Duty 4 mission &amp;quot;All Ghilled Up&amp;quot; in reverse with updated weapons and enemy types.]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
In a nod to the previous Call Of Dutys, a WWII-era poster of a woman holding an [[M1A1 Thompson|M1928A1 Thompson]] can be seen in the multiplayer map &amp;quot;Derail&amp;quot;&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|470px|M1928A1 Thompson with 30-round magazine - .45 ACP ]]&lt;br /&gt;
[[File:cod4m1928A1.jpg|thumb|none|400px|A woman in a military uniform holds an M1928A1 Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is seen on a poster in the Multiplayer map 'Sub Base', but is not usable in the game.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Cod4mw mw2 akm poster.jpg|thumb|none|600px| AKM Poster. Note slant muzzle brake and orange plastic magazine similar the [[AK-74]]'s, but this is obviously a 7.62x39mm version.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
In the multiplayer menu background image, we see a soldier carrying a third generation [[FN SCAR|SCAR-L]] with an EOTech sight, AN/PEQ-2 IR designator, and a vertical foregrip, but it was never used in the game.&lt;br /&gt;
[[File:FN SCAR-L (Standard).jpg|thumb|500px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2Scar.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil==&lt;br /&gt;
During briefing for &amp;quot;No Russian&amp;quot; a newspaper article is seen showing an Ultranationalist with a [[Galil]].&lt;br /&gt;
[[File:Galil-SAR.jpg|thumb|none|500px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2Galil.png|thumb|none|600px|The Ultranationalist on the left holds a Galil.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 EBR==&lt;br /&gt;
An [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]] can be seen on the background of the Spec Ops main menu.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2-Mk14Mod0.jpg|thumb|none|600px|Spec Ops menu background.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
During briefing for &amp;quot;No Russian&amp;quot; a newspaper article is seen showing one of &amp;quot;Makarov's men&amp;quot; (according to the caption) with a [[Daewoo K2]].&lt;br /&gt;
[[File:Daewoo-K2.jpg|thumb|none|500px|Daewoo K2 Assault rifle - 5.56x45mm NATO]] &lt;br /&gt;
[[File:Mw2k2.png|thumb|none|600px|A soldier with a Daewoo K2 in a newspaper article.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
An [[Accuracy International Arctic Warfare]] in seen held by a sniper in the multiplayer menu background art, but it is unusable in-game.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International AW - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Mw2AIAW.jpg|thumb|none|600px|The Arctic Warfare is circled in red.]]&lt;br /&gt;
&lt;br /&gt;
==M26 grenade==&lt;br /&gt;
The [[M26 hand grenade]] can be seen on one of the unlockable emblems.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 grenade]]&lt;br /&gt;
[[File:MW2-M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK91A3]] from ''Modern Warfare'' appears in trailers and early screenshots, but was dropped from the final game, most likely in favor of the FAL.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK91A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Vlc 2009-09-03 10-20-00-79.png|thumb|none|600px|Pre-release airport security with the HK91.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85==&lt;br /&gt;
The kill-feed icon for the [[Enfield L85 rifle series#L86A1|L86 LSW]] in multiplayer depicts an [[L85]] with a SUSAT scope instead. Evidence suggests that the in-game L86 LSW was an L85 at one point during development: the unremoved kill-feed icon, and that the L86's texture sheet has the L85's 30-round magazine. The fact that the L86's maximum singleplayer ammo is 420 rounds, a number divisible by the 30-round L85 mags rather than the 100-round drums found on the in-game L86, also supports this idea.&lt;br /&gt;
&lt;br /&gt;
Seeing as the L86A1 in-game features the L85 handguard, it is likely that an L85A1 model was modified into the L86A1 model seen in the final game.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:L85_HUD_MW2.jpg|thumb|none|The L86's killfeed icon from multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_2&amp;diff=1545882</id>
		<title>Call of Duty: Modern Warfare 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_2&amp;diff=1545882"/>
		<updated>2023-01-09T02:31:03Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Heckler &amp;amp; Koch MG4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:MW2.jpg|right|300px|thumb|''Call of Duty: Modern Warfare 2'' (2009)]]&lt;br /&gt;
&lt;br /&gt;
{{spoiler|This page contains spoilers. Read at your own risk!}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare 2''''' (also known as simply ''Modern Warfare 2'', ''CoD:MW2'' or ''MW2'') is the sixth main installment of the ''[[Call of Duty|Call of Duty series]]'' and the second installment of the ''Modern Warfare'' franchise. Officially released worldwide on November 10, 2009, ''MW2'' was developed by Infinity Ward and published by Activision for the PC, PS3 and Xbox 360 platforms.&lt;br /&gt;
&lt;br /&gt;
The game's storyline is set in the year 2016, five years after the events of ''[[Call of Duty 4: Modern Warfare]]''. Despite the efforts of the U.S. Marines, the SAS, and the Russian Loyalists, the Russian Ultranationalist party has taken power within Russia. An Ultranationalist terrorist, Vladimir Makarov, considered too radical even for the new Russian government, begins his campaign to take revenge upon the western world. In response, Task Force 141, led by LTG Shepherd, is created to hunt down Makarov. During the campaign, the player takes the roles of PFC Joseph Allen and PVT James Ramirez of Hunter Two-One, 1st Battalion, 75th Ranger Regiment, U.S. Army, as well as Sgt. Gary &amp;quot;Roach&amp;quot; Sanderson and Capt. John &amp;quot;Soap&amp;quot; MacTavish of Task Force 141.&lt;br /&gt;
&lt;br /&gt;
A remaster of the singleplayer campaign, titled '''''Call of Duty: Modern Warfare 2 Campaign Remastered''''', was released on March 31, 2020 for the PlayStation 4, and on April 30, 2020 for the Xbox One and PC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons and equipment are used in the video game ''Call of Duty: Modern Warfare 2'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Weapons in ''Call of Duty: Modern Warfare 2'' are categorized into the following categories: the primary Assault Rifles, Light Machine Guns, Sniper Rifles, and Submachine Guns, and the secondary Handguns, Machine Pistols, Shotguns, and Launchers.&lt;br /&gt;
&lt;br /&gt;
All handguns and submachine guns from multiplayer can be dual-wielded in ''Call of Duty: Modern Warfare 2''. The Rangers and the Winchester Model 1887 shotguns can also be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All handguns in the game, except for the M1911, are available in both single and multiplayer modes. All handguns in the multiplayer can be equipped with a variety of accessories, including: FMJ rounds, suppressors, dual wield (akimbo), tactical knives, and extended magazines (unless noted otherwise).&lt;br /&gt;
&lt;br /&gt;
Like in ''Call of Duty 4'', the game effectively animates all handguns as operating in DAO (Double Action Only) mode.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92SB==&lt;br /&gt;
The [[Beretta 92SB]] returns from ''[[Call of Duty 4: Modern Warfare]]'', once again standing in as the military issue M9. In singleplayer, it is the primary sidearm of all U.S. troops, Task Force 141, U.S. Navy SEALs, and is infrequently used by the Middle Eastern OpFor and the Brazilian Militia.&lt;br /&gt;
[[File:BerettaM92SB.jpg|thumb|none|350px|Beretta 92SB - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2-92SB-2.jpg|thumb|none|600px|The &amp;quot;M9&amp;quot; on the Create-A-Class menu. Note the rounded trigger guard, identifying the pistol as a 92SB. Also note the different magazine baseplate.]]&lt;br /&gt;
[[File:MW2 M9 (1).jpg|thumb|none|600px|Holding the 92SB in-game.]]&lt;br /&gt;
[[File:MW2 M9 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 M9 (3).jpg|thumb|none|600px|Reloading the &amp;quot;M9&amp;quot;.]]&lt;br /&gt;
[[File:MW2 M9 (4).jpg|thumb|none|600px|Dual-wielding two 92SBs, or &amp;quot;Akimbo&amp;quot;, a word that originally had nothing to do with dual-wielding.]]&lt;br /&gt;
[[File:MW2 M9 (5).jpg|thumb|none|600px|Reloading the two 92SBs via the universal offscreen reload technique.]]&lt;br /&gt;
[[File:MW2-92SB-1.jpg|600px|thumb|none|Reloading a suppressed Beretta. Due to a bug that was never patched, the suppressor does not actually work as intended - range is reduced, and the firing sound is muffled, but the firer will still show up on enemy minimaps.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta M9 (remastered version)===&lt;br /&gt;
In ''Modern Warfare 2 Campaign Remastered'', the weapon is modeled after a proper [[Beretta M9]]. It appears to reuse the same M9 model from ''[[Call of Duty: Modern Warfare Remastered]]''.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:MW2R M9 (1).jpg|thumb|none|600px|Initially drawing the M9 in the remaster shows the user chamber a round.]]&lt;br /&gt;
[[File:MW2R M9 (2).jpg|thumb|none|600px|Allen with an M9 inside the airport.]]&lt;br /&gt;
[[File:MW2R M9 (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R M9 (4).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:MW2R M9 (5).jpg|thumb|none|600px|Equipping two Berettas - here, Ramirez cocks the hammers on both pistols.]]&lt;br /&gt;
[[File:MW2R M9 (6).jpg|thumb|none|600px|Idling with the M9s.]]&lt;br /&gt;
[[File:MW2R M9 (7).jpg|thumb|none|600px|The inspecting animation results in some fanciful gun twirling.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R (Mockup)==&lt;br /&gt;
The &amp;quot;M93 Raffica&amp;quot;, classified under the Machine Pistol category, is a Beretta semi-automatic pistol converted to resemble and function like a [[Beretta 93R]]. Real 93Rs have a frame-mounted safety and a more angular slide, all of which the in-game model lacks. It seems likely that the developers took the base 92SB model and added 93R parts to it and made it shoot three-round bursts. It is attached with a skeletal stock and what looks like an attachment rail for a flashlight/LAM. The in-game model has an extended magazine but still only holds 15 rounds in singleplayer, though in multiplayer it holds a more appropriate 20 rounds.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it can be found in an armory in &amp;quot;The Gulag&amp;quot;, in a basement armory in &amp;quot;Loose Ends&amp;quot;, and in the &amp;quot;Museum&amp;quot; level. It is unlocked at level 38 in multiplayer, and benefits from low recoil, high damage, fast reload times, and instantaneous ADS.&lt;br /&gt;
[[File:BerettaM92SB.jpg|thumb|none|350px|Beretta Model 92SB - 9x19mm Parabellum. Base weapon of the 93R mockup.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|A real Beretta 93R for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mw2M9raffica.jpg|600px|thumb|none|The &amp;quot;M93 Raffica&amp;quot; in the Create-A-Class menu. Despite being depicted here with a [https://soldiersystems.net/2010/10/13/baretta-tacrail/ Survival Consultants International WOR4 TacRail] system for mounting sights, it uses a DLP Tactical UMP-1 Universal Pistol Scope Mount in game.]]&lt;br /&gt;
[[File:MW2 93R (1).jpg|thumb|none|600px|Holding the burst Beretta, with the hammer half-cocked.]]&lt;br /&gt;
[[File:MW2 93R (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW2 93R (3).jpg|thumb|none|600px|Reloading the extended Beretta magazine.]]&lt;br /&gt;
[[File:MW2 93R (4).jpg|thumb|none|600px|On the dual-wielded version, the hammers are not cocked at all.]]&lt;br /&gt;
[[File:MW2 93R (5).jpg|thumb|none|600px|Reloading the Rafficas.]]&lt;br /&gt;
[[File:MW2 93R (6).jpg|thumb|none|600px|Reloading a Raffica fitted with an EOTech optic. Note the DLP Tactical UMP-1 Universal Pistol Scope Mount compared to the Create-A-Class image.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered version still depicts a mockup, this time using the base model of the Beretta M9 as opposed to the 92SB from before. The hammer is still in half-cocked position.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2R 93R (1).jpg|thumb|none|600px|The ''Remastered'' faux 93R has a new equipping animation where the user extends the foregrip.]]&lt;br /&gt;
[[File:MW2R 93R (2).jpg|thumb|none|600px|The &amp;quot;M93 Raffica&amp;quot; in idle.]]&lt;br /&gt;
[[File:MW2R 93R (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW2R 93R (4).jpg|thumb|none|600px|Reloading the burst pistol.]]&lt;br /&gt;
[[File:MW2R 93R (5).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:MW2R 93R (6).jpg|thumb|none|600px|Checking out the Beretta in the inspect animation.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda==&lt;br /&gt;
The [[Colt Anaconda]] is found in singleplayer and multiplayer, called &amp;quot;.44 Magnum&amp;quot; in-game. It is the signature weapon of Lieutenant General Shepard (voiced by [[Lance Henriksen]]), which he uses at several key points in the campaign.&lt;br /&gt;
&lt;br /&gt;
In a cutscene in &amp;quot;Loose Ends&amp;quot;, General Shepard pulls out his Anaconda to shoot someone despite the holstered Anaconda on his model still visibly in the holster, as though he has another big Anaconda tucked in the back of his pants. During a cutscene in &amp;quot;Endgame&amp;quot;, the cylinder rotates counterclockwise when General Shepard pulls back the hammer, and then incorrectly rotates clockwise again before the gun fires when Shepard pulls the trigger.&lt;br /&gt;
&lt;br /&gt;
It is a useful weapon in multiplayer mode due to its quick draw and power, and the fact that the Anaconda will fire as fast as the player can press the fire key. As you probably suspected, the Anaconda is not available with a suppressor or extended magazines as other handguns. Instead of 75 kills, the player has to reach 100 kills with this weapon to unlock the tactical knife attachment.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the barrel of the Anaconda on the weapon's world model reads &amp;quot;BRAD ALLENCONDA&amp;quot;, a reference to Brad Allen, the head weapon designer of Infinity Ward.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|400px|Colt Anaconda - .44 Magnum]]&lt;br /&gt;
[[File:Mw244magnum.jpg|thumb|none|600px|Anaconda in the Create-a-Class menu. Note that the Anaconda's grip has no finger grooves, which means they could be Pachmayr Presentation grips.]]&lt;br /&gt;
[[File:MW2 Anaconda (1).jpg|thumb|none|600px|Holding the Anaconda in the multiplayer map Favela.]]&lt;br /&gt;
[[File:MW2 Anaconda (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 Anaconda (3).jpg|thumb|none|600px|The weapon recoils as a fired bullet hits the wall. The top of the hammer can be seen cycling back in double-action.]]&lt;br /&gt;
[[File:MW2 Anaconda (4).jpg|thumb|none|600px|Reloading the Anaconda. The player character lifts the weapon vertically and dumps out all the rounds. This wouldn't work in reality, as fired rounds expand and get stuck in their chambers. The extractor rod would have to be used to eject them.]]&lt;br /&gt;
[[File:MW2 Anaconda (5).jpg|thumb|none|600px|Inserting a speedloader.]]&lt;br /&gt;
[[File:MW2 Anaconda (6).jpg|thumb|none|600px|Closing the cylinder after dropping the speedloader away.]]&lt;br /&gt;
[[File:MW2 Anaconda (7).jpg|thumb|none|600px|Dual-wielding two .44 Magnums. Note that the left revolver isn't just a mirror of the right.]]&lt;br /&gt;
[[File:MW2 Anaconda (8).jpg|thumb|none|600px|Reloading shows the asymmetry more clearly, as both revolvers correctly open to the left.]]&lt;br /&gt;
[[File:MW2 Anaconda (9).jpg|thumb|none|600px|Cowboy-slinging the cylinder shut when wielding a knife alongside the Anaconda. Note how the revolver appears to be black in low-light instances.]]&lt;br /&gt;
[[File:AnacondaShepherd-MW2.jpg|thumb|none|600px|LTG Shepherd (voiced by [[Lance Henriksen]]) loads his Anaconda in the middle of a battlefield, feeling no need for any protective gear nor any concern for going Dirty Harry in Afghanistan.]]&lt;br /&gt;
[[File:Sheperd with his Anaconda in Endgame.jpg|thumb|none|600px|Shepherd with his Anaconda on a later level.]]&lt;br /&gt;
[[File:MW2 Anaconda (10).jpg|thumb|none|600px|Shepherd using his &amp;quot;backup&amp;quot; Anaconda after his &amp;quot;primary&amp;quot; Anaconda runs dry in the Museum bonus level. Note that a third one is still in his holster. If put into Last Stand, he may draw ''yet another'' .44 Magnum.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
As the remaster only includes the campaign story, the &amp;quot;.44 Magnum&amp;quot; is only available in the Museum bonus level outside of its appearances with General Shepard.&lt;br /&gt;
[[File:MW2R Anaconda (1).jpg|thumb|none|600px|Wielding the Colt magnum.]]&lt;br /&gt;
[[File:MW2R Anaconda (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:MW2R Anaconda (3).jpg|thumb|none|600px|Reloading the Anaconda - the animations are a bit more dramatic than before, still with all the rounds dump with a flick.]]&lt;br /&gt;
[[File:MW2R Anaconda (4).jpg|thumb|none|600px|Bringing up the speedloader with new rounds.]]&lt;br /&gt;
[[File:MW2R Anaconda (5).jpg|thumb|none|600px|Which is followed by a conspicuous snapping-of-the-cylinder-shut.]]&lt;br /&gt;
[[File:MW2R Anaconda (6).jpg|thumb|none|600px|Inspecting the cylinder - the rounds always appear to be unfired.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A [[Desert Eagle Mark XIX]] with a black barrel and slide and chrome frame is a sidearm available in MW2. It is equipped with Trijicon 3-dot sights, the current production barrel with a Picatinny rail, an unusable underbarrel SureFire X400 Ultra WeaponLight laser aiming module, and (rather bizarrely) an [[M1911]]-esque linearly-sliding trigger with 3 holes in it.&lt;br /&gt;
&lt;br /&gt;
It is the sidearm of arms dealer Alejandro Rojas' assistant and the Brazilian Militia. Surprisingly, quite a few Americans, most notably Corporal Dunn (voiced by [[Barry Pepper]]), use this gun as their preferred sidearm, despite real Rangers never having the Desert Eagle issued to them; in fact, the Desert Eagle has never been issued as a standard sidearm by any military whatsoever, having only ever been used by Poland's JW GROM premier special forces unit and Portugal's elite Special Operations Group police unit, in very limited service. &lt;br /&gt;
&lt;br /&gt;
In some cases, the old model from COD4 will be used in place of the new model.&lt;br /&gt;
&lt;br /&gt;
Similarly to the Anaconda, 100 kills are required to unlock the tactical knife, and no suppressor or extended magazines are available.&lt;br /&gt;
[[File:Desert-Eagle.jpeg|thumb|400px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
[[File:MW2 Desert Eagle.jpg|thumb|600px|none|Desert Eagle in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 DEagle (1).jpg|thumb|none|600px|Desert Eagle in first-person view.]]&lt;br /&gt;
[[File:MW2 DEagle (2).jpg|thumb|none|600px|Aiming down the 3-dot iron sights. The rear notch of the custom iron sights is spaced too far apart, which would make horizontal aiming difficult.&lt;br /&gt;
The front post is also misaligned, meaning the gun would shoot to the right were the player character to actually line up the sights properly.]]&lt;br /&gt;
[[File:MW2 DEagle (3).jpg|thumb|none|600px|Reloading the Desert Eagle.]]&lt;br /&gt;
[[File:MW2 DEagle (4).jpg|thumb|none|600px|Mag fully in; thumbing the slide stop.]]&lt;br /&gt;
[[File:MW2 DEagle (5).jpg|thumb|none|600px|[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]], the player character brandishes a pair of Desert Eagles.]]&lt;br /&gt;
[[File:MW2 DEagle (6).jpg|thumb|none|600px|The player character fires away at a forklift, expressing his dissatisfaction with the IMFDB comedy department for recycling old in-jokes.]]&lt;br /&gt;
[[File:MW2 DEagle (7).jpg|thumb|none|600px|Reloading the dual Deagles; here, the left gun's non-standard trigger is visible.]]&lt;br /&gt;
[[File:MW2 DEagle (8).jpg|thumb|none|600px|Aiming the Desert Eagle with a tactical knife.]]&lt;br /&gt;
[[File:MW2 Rojas assistant DEagle.jpg|thumb|600px|none|Rojas' assistant shoots a local gunman with his Desert Eagle. Unlike MW1, characters in MW2 show pain when hit. The choreography of this scene is an homage to the briefcase scene in ''[[Collateral]]''. In the remastered version after dispatching the first two gunmen, the assistant will pick up and use an AK dropped by one of them. This is much more logical than in the original where he continues to fire double(!!) the amount of bullets the mag itself can hold.]]&lt;br /&gt;
[[File:MW2Brazilpistol2.png|thumb|600px|none|The assistant aims his Desert Eagle moments after the above image.]]&lt;br /&gt;
[[File:MW2 DunnDeagle.jpg|thumb|600px|none|A close-up of CPL Dunn's (voiced by [[Barry Pepper]]) Desert Eagle. This and the one on the floor of the panic room in &amp;quot;Exodus&amp;quot; are the Call of Duty 4 models.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The Desert Eagle returns in the Remaster in the same configuration from the original only differing in that the SureFire X400 Ultra WeaponLight is being replaced with what appears to be a Sun Optics flashlight and laser/Streamlight TLR 2 HL G hybrid. A gold Desert Eagle reusing the ''Modern Warfare Remastered'' model is present as an easter egg in the level &amp;quot;Of Their Own Accord&amp;quot;. This time the pistol's hammer is correctly cocked.&lt;br /&gt;
[[File:MW2R DEagle (1).jpg|thumb|none|600px|As with the other remastered handguns, the Desert Eagle is chambered when initially equipped. The slide reads &amp;quot;Military Industries Inc.&amp;quot;, an alteration of the markings used on the real IMI model. Like in the original, the bottom rail is custom fitted unlike newer Desert Eagles with the integral bottom rail.]]&lt;br /&gt;
[[File:MW2R DEagle (2).jpg|thumb|none|600px|The .50 AE Deagle in idle.]]&lt;br /&gt;
[[File:MW2R DEagle (2.5).jpg|thumb|none|600px|Sighting in the magnum pistol.]]&lt;br /&gt;
[[File:MW2R DEagle (3).jpg|thumb|none|600px|Empty-reloading.]]&lt;br /&gt;
[[File:MW2R DEagle (4).jpg|thumb|none|600px|Inspecting the Desert Eagle. First the right side is viewed, and then Roach checks the magazine. Note that the underbarrel laser is a hybrid between Sun Optics flashlight/laser and Streamlight TLR 2 HL G complete with markings imitating the latter.]]&lt;br /&gt;
[[File:MW2R DEagle (5).jpg|thumb|none|600px|As with the two M9s, the dual Deagles have their hammers cocked when drawn.]]&lt;br /&gt;
[[File:MW2R DEagle (6).jpg|thumb|none|600px|Laying down the law with Desert Eagles.]]&lt;br /&gt;
[[File:MW2R DEagle (7).jpg|thumb|none|600px|And as with the other dual wield weapons, Roach will spin the Deagles around his fingers in the inspect animation.]]&lt;br /&gt;
[[File:DesertGold44.jpg|thumb|400px|none|Gold-plated Desert Eagle Mark XIX - .44 Magnum]]&lt;br /&gt;
[[File:MW2R golddeagle 0.jpg|thumb|none|600px|The aforementioned Golden Desert Eagle resting on a teddy bear in &amp;quot;Of Their Own Accord&amp;quot;.]]&lt;br /&gt;
[[File:MW2R golddeagle 1.jpg|thumb|none|600px|Reloading the gun shows that the magazine and bullets are also completely gold.]]&lt;br /&gt;
[[File:MW2R DEagle (8).jpg|thumb|none|600px|Aiming the Gold DEagle reveals the original style iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game in a [[Glock pistol series#Glock 17 (Converted to Full Auto)|full auto configuration]], with a 33-round magazine (50 if equipped with Extended Magazine), placed in the Machine Pistol category. Although it is called &amp;quot;G18&amp;quot;, referring to the select fire [[Glock 18]] manufactured by the same company, it has no selector switch, and the frame is olive-drab, which was only featured on their semi-automatic designs. It is a 3rd generation Glock, but modeled without any finger grooves; the magazine release is also missing. The rear sight is a fictional hybrid; it features both the factory-standard Glock white square U-notch, as well as two white dots like on a 3-dot aftermarket Glock sight.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the converted Glock 17 is used by the Brazilian Militia, Task Force 141, wounded Shadow Company soldiers if they are in &amp;quot;Last Stand&amp;quot; (a state in which a character is downed and can only use their sidearms, which sporadically happens to AI enemies in singleplayer and is a perk in multiplayer), and on occasion, Middle Eastern OpFor. The weapons is also available in several Spec-Ops missions.&lt;br /&gt;
&lt;br /&gt;
The weapon's extended magazine is present most of the time in first and third person, but disappears the weapon is shown in TF 141 characters' holsters, replaced by a flush-fit non-extended magazine. This is most evident on Soap: in &amp;quot;Takedown&amp;quot;, Soap holds his G18 on Rojas with the extended magazine easily visible, but his G18 has a regular magazine in his holster in other levels.&lt;br /&gt;
&lt;br /&gt;
While the weapon is held one-handed in first person, it is held with a two-handed grip in third person. When equipped with Extended Magazines, the starting ammo without Scavenger is 49 bullets plus the 50 in the gun itself. This means that if the weapon is emptied and reloaded, it will not have a full magazine.&lt;br /&gt;
&lt;br /&gt;
It is unlocked at level 22 (Master Sergeant) in multiplayer. The weapon has a high rate of fire, moderate recoil, but it is possible to utilize the recoil to get headshots. When paired with akimbo and extended magazine attachments, it is especially accurate and deadly, and is an effective sidearm.&lt;br /&gt;
[[File:Glock 12892-1-.jpg|thumb|none|350px|Glock 17 with OD Green frame - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mw2G18.jpg|thumb|none|600px|Glock 17 in the Create-a-Class menu. Note the absence of finger grooves and the magazine release.]]&lt;br /&gt;
[[File:MW2 G18 (1).jpg|thumb|none|600px|The automatic Glock 17 in first-person view. Note the olive-drab frame.]]&lt;br /&gt;
[[File:MW2 G18 (2).jpg|thumb|none|600px|Aiming down the sights. Note the hybrid U-notch and 3-dot rear sight design.]]&lt;br /&gt;
[[File:MW2 G18 (3).jpg|thumb|none|600px|Reloading a big long 33-round magazine that holds 32 rounds in singleplayer for some reason. Note that the top of the magazine is modeled solid.]]&lt;br /&gt;
[[File:MW2 G18 (4).jpg|thumb|none|600px|On an empty reload, the weapon is chambered by sling-shotting the slide (pulling back the slide and letting it go) instead of utilizing the slide release. The slide release is however used when the gun is dual-wielded (&amp;quot;akimbo&amp;quot;) or used on a snowmobile during the setpiece in &amp;quot;Cliffhanger&amp;quot;.]]&lt;br /&gt;
[[File:MW2 G18 (5).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
[[File:MW2 G18 (6).jpg|thumb|none|600px|Reloading the dual Glocks. Note the &amp;quot;Gluke&amp;quot; text on the side of the slide, and that the left weapon is clearly mirrored from the right.]]&lt;br /&gt;
[[File:MW2 G18 (7).jpg|thumb|none|600px|Reloading a &amp;quot;G18&amp;quot; fitted with a red dot sight attachment. Note the DLP Tactical UMP-1 Universal Pistol Scope Mount.]]&lt;br /&gt;
[[File:MW2 G17 S1.jpg|thumb|none|600px|Roach fires a Glock 17 on a snowmobile in the mission &amp;quot;Cliffhanger&amp;quot;. Upon firing the weapon, he finds himself disappointed that the weapon sounds less like a firearm and more like two pieces of sandpaper being rubbed together.]]&lt;br /&gt;
[[File:MW2 G17 S2.jpg|thumb|none|600px|Roach about to press the slide release inserting a new mag. This also gives a good view of the text on the slide: &amp;quot;Gluke T0319 Pistol Austria&amp;quot;.]]&lt;br /&gt;
[[File:MW2 G17 S3.jpg|thumb|none|600px|After releasing the slide.]]&lt;br /&gt;
[[File:MW2 G17 Ghost.jpg|thumb|none|600px|The Glock in TF141 Operative &amp;quot;Ghost&amp;quot;'s holster. Note the lack of any rear iron sights or magazine.]]&lt;br /&gt;
[[File:MW2-LASTSTAND.jpg|thumb|none|600px|The Glock also appears on the &amp;quot;Last Stand&amp;quot; and &amp;quot;Last Stand Pro&amp;quot; perk symbols.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18C (remastered version)===&lt;br /&gt;
The remastered version correctly depicts a [[Glock 18]], specifically the Glock 18C with compensator cuts. It is also held with two hands rather than one. It still incorrectly holds 32 rounds in the 33-round magazine and features the same fictional Glock u-notch and 3-dot hybrid rear sight as the original. The model appears to be an updated version from ''[[Call of Duty: Infinite Warfare]]''.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing]]&lt;br /&gt;
[[File:MW2R G18 1.jpg|thumb|none|600px|Drawing the G18C with the slide cocked fully back.]]&lt;br /&gt;
[[File:MW2R G18 2.jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:MW2R G18 3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R G18 4.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:MW2R G18 5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW2R G18 6.jpg|thumb|none|600px|The inspect animation has Roach twirl his pistol on his index finger allowing us to see the top...]]&lt;br /&gt;
[[File:MW2R G18 0.jpg|thumb|none|600px|...bottom..]]&lt;br /&gt;
[[File:MW2G180.jpg|thumb|none|600px|...and the front(!!) of the gun.]]&lt;br /&gt;
[[File:MW2R G18 8.jpg|thumb|none|600px|The Glock during the snowmobile chase sequence. An interesting note is how Roach's character model has a M1911 in his holster like Soap in this level, yet he uses a USP for the majority of the mission before switching to a Glock for the finale.]]&lt;br /&gt;
[[File:MW2R G18 9.jpg|thumb|none|600px|The Glock locked back after inserting a new mag.]]&lt;br /&gt;
[[File:MW2R G18 10.jpg|thumb|none|600px|After releasing the slide, which seems to be done with his thumb now, though no ambidextrous release is present. Note the use of 19-round magazines instead of the 33-round mags used normally, yet the bullet count remains the same.]]&lt;br /&gt;
[[File:MW2R G18 11.jpg|thumb|none|600px|The Glock 18 in TF141 Operative Ghost's holster. Note how the new higher quality model features both iron sights and a 19-round mag similar to what Roach uses for the chase sequence.]]&lt;br /&gt;
[[File:MW2R G18C (12).jpg|thumb|none|600px|Dual Glocks as found in &amp;quot;Takedown&amp;quot;.]]&lt;br /&gt;
[[File:MW2R G18C (13).jpg|thumb|none|600px|Dumping out spent 33-round magazines. Note the loaded witness holes, but empty lips.]]&lt;br /&gt;
[[File:MW2R G18C (14).jpg|thumb|none|600px|The inspect animation starts with bringing the G18Cs close together, similar to [[Killing Floor]]-style akimbo aiming.]]&lt;br /&gt;
&lt;br /&gt;
====LA-10u/PEQ Handheld Laser Designator====&lt;br /&gt;
In the remastered version of the level &amp;quot;Exodus&amp;quot;, the laser designator function used to guide supporting fire from &amp;quot;Badger 2-1&amp;quot; is now done by its own unique gadget rather than a visible red beam originating from barrel of whatever weapon Ramirez wields. It comprises of a tan Glock frame with something resembling a laser-based trainer system that replaces the pistol's slide; it seems to be an imitation of the LA-10u/PEQ Handheld Laser Designator.&lt;br /&gt;
[[File:MW2R Glock Laser (1).jpg|thumb|none|600px|The laser designator at the start of &amp;quot;Exodus&amp;quot;.]]&lt;br /&gt;
[[File:MW2R Glock Laser (2).jpg|thumb|none|600px|Aiming the device by its visible beam.]]&lt;br /&gt;
[[File:MW2R Glock Laser (3).jpg|thumb|none|600px|Inspecting the LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP#Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP45]] returns from ''[[Call of Duty 4: Modern Warfare]]'', appearing in singleplayer and multiplayer. It still features the incorrect extended barrel, and has an unremovable, unusable Viridian X5L Gen 1 combo module. It is one of the main sidearms of the Russian forces, including Ultranationalists and Internal Troops, as well as Task Force 141.&lt;br /&gt;
&lt;br /&gt;
In single player, the USP is always equipped with the tactical knife attachment. In multiplayer, the USP is unlocked at level 4 (Private First Class) and is an effective sidearm overall. It has a magazine capacity of 12 rounds, and 18 rounds with the extended magazines attachment. It can be equipped with a suppressor.&lt;br /&gt;
&lt;br /&gt;
The usage of the USP by the Russians is highly inaccurate, given Russian doctrine that focuses on using domestic weapons, guns like the [[Makarov PM]] and the [[MP-443 Grach]] would be more accurate.&lt;br /&gt;
[[File:HK-USP.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP45 - .45 ACP]]&lt;br /&gt;
[[File:Mw2usp45.jpg|thumb|none|600px|USP45 in the Create-a-Class menu. Note that it has the rear sight of a [[Heckler &amp;amp; Koch Mark 23]].]]&lt;br /&gt;
[[File:MW2 USP45 (1).jpg|thumb|none|600px|Holding the USP.]]&lt;br /&gt;
[[File:MW2 USP45 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 USP45 (3).jpg|thumb|none|600px|Reloading the USP, showing the &amp;quot;USP .45 ACP&amp;quot; markings on its slide.]]&lt;br /&gt;
[[File:MW2 USP supp 3.jpg|thumb|none|600px|Reloading the USP suppressed. Note the lack of bullets.]]&lt;br /&gt;
[[File:MW2 USP WORLD.jpg|thumb|none|600px|World model of the USP suppressed.]]&lt;br /&gt;
[[File:MW2 USP45 (4).jpg|thumb|none|600px|Akimbo USPs. Note that the left pistol doesn't have mirrored markings. Due to a bug the dual pistols are also treated as having the &amp;quot;tactical knife&amp;quot; attachment and have the faster melee attack speed, though a slower recovery than the actual &amp;quot;tactical knife&amp;quot;.]]&lt;br /&gt;
[[File:MW2 USP45 (5).jpg|thumb|none|600px|Reloading the left USP.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
Due to the remaster only covering the campaign and not the multiplayer nor spec ops, the USP is only seen paired with a knife. &lt;br /&gt;
[[File:MWR USP45 0.jpg|thumb|none|600px|Drawing the USP. Note the knife clipping through the slide]]&lt;br /&gt;
[[File:MW2R USP 1.jpg|thumb|none|600px|Drawing the USP suppressed has Roach tighten the suppressor, similar to the intro of the ''MW3'' Spec Ops mission &amp;quot;Hostage Taker&amp;quot;.]]&lt;br /&gt;
[[File:MW2R USP45 1.jpg|thumb|none|600px|Inspecting the weapon has Roach brush his knife on his arm.]]&lt;br /&gt;
[[File:MW2R USP45 2.jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:MW2R USP45 3.jpg|thumb|none|600px|Aiming. Note that the hammer is not correctly positioned. Whereas the original featured a &amp;quot;DAO&amp;quot; USP, this version of the gun is modeled and animated with a cocked hammer, though it is not quite far back enough to be caught by the sear on a real pistol.]]&lt;br /&gt;
[[File:MW2R USP45 4.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:MW2R USP45 5.jpg|thumb|none|600px|Reloading from empty. Note how the bullets are the same colour as the magazine for some reason despite the casing above being brass.]]&lt;br /&gt;
[[File:MW2R USP 4.jpg|thumb|none|600px|Reloading from empty with a suppressor.]]&lt;br /&gt;
[[File:MW2R USP45 6.jpg|thumb|none|600px|World model of the USP, which has a few differences from its COD4: MWR counterpart.]]&lt;br /&gt;
[[File:MW2R USP WORLD.jpg|thumb|none|600px|World model of the USP with a suppressor, which appears to be based on the Knight's Armament suppressor used on the MK23.]]&lt;br /&gt;
&lt;br /&gt;
==M1911 variant==&lt;br /&gt;
The same [[M1911]] variant (closest to a [[Springfield Armory 1911 Series|Springfield Armory Loaded 1911]]) given to Soap by Captain Price in the first game during the final level &amp;quot;Game Over&amp;quot; reappears in the second game. It is carried by Soap, visible on his holster in &amp;quot;Cliffhanger&amp;quot; level. Its appearance is more story than gameplay-important. Some Ghillie snipers and FSB troops are also seen with it holstered, though they never use them and tend to switch to a Heckler &amp;amp; Koch USP45 that magically appears. One militia member also carries one during a cutscene.&lt;br /&gt;
&lt;br /&gt;
It is only usable in the museum bonus level, where it possesses a bug in its reloading animation; when emptied, there is a noticeable pause of a few seconds before the reload animation plays out. In multiplayer, when the player is using a sniper rifle as their primary weapon, on an arctic or desert type map, the M1911 will appear in either the player's holster or on their belt.&lt;br /&gt;
[[File:SA loaded m1911.jpg|thumb|none|350px|Springfield Armory Loaded M1911A1 - .45 ACP. The one seen in the game has silver bushing and pale G-10 Gunner grips.]]&lt;br /&gt;
[[File:MW2Soap.jpg|thumb|600px|none|Soap (voiced by [[Kevin McKidd]]) climbs an icy cliff with a holstered M1911 pistol.]]&lt;br /&gt;
[[File:MW2 M1911 (1).jpg|thumb|none|600px|Holding the M1911 on a bizarre scene.]]&lt;br /&gt;
[[File:MW2 M1911 (2).jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:MW2 M1911 (3).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:MW2 Militia Drops 1911.jpg|thumb|600px|none|A militiaman attempting to arrest Rojas' assistant drops an M1911 after being shot. Interestingly enough, once gameplay starts, the weapons turns into a Beretta 92SB.]]&lt;br /&gt;
[[File:MW2-holsteredM1911.jpg|thumb|none|600px|A dead Ghillie sniper with a holstered M1911.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
When Soap meets Price in the remastered version of &amp;quot;The Gulag&amp;quot;, he is seen holding the M1911 with a teacup grip. This is strange, considering that he used a more appropriate stance in the original game.&lt;br /&gt;
[[File:MW2R M1911 (1).jpg|thumb|none|600px|Drawing the M1911.]]&lt;br /&gt;
[[File:MW2R M1911 (2).jpg|thumb|none|600px|Idle. The hammer is cocked, but not quite far enough.]]&lt;br /&gt;
[[File:MW2R M1911 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW2R M1911 (4).jpg|thumb|none|600px|Reloading the M1911 from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] is found in-game, categorized as a Machine Pistol, and known as the TMP, the original version manufactured by Steyr. The weapon features a scope rail, an olive lower receiver, ghost ring sights, and unused side rails. It is often seen in singleplayer, where it is used by Middle Eastern OpFor, Russian Airport Security Police, Makarov's Ultranationalists, and Shadow Company, and is often dual-wielded (with an expected drop in accuracy); a few unique cases allow the player to acquire akimbo MP9s with red dot sights attached, a combination that is impossible in multiplayer given the sights on dual-wielded weapons cannot be used.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the MP9 has an incorrect 32-round magazine, while in multiplayer it has a correct but small 15 round magazine (which can be emptied in about 1 second, and only increased to 25 with Extended Mags). It has low recoil and great accuracy when aiming down its sights. It is unlocked at level 58, making it the final machine pistol unlocked, but it is hugely unpopular on account of its absurdly small magazine size, high unlock rank, poor hip-fire accuracy and low damage. This results in it being overlooked in favor of other, better-performing and easier to acquire machine pistols.&lt;br /&gt;
&lt;br /&gt;
Although of Swiss origin, the use of the Brügger &amp;amp; Thomet MP9 by the Russian Airport Security during the &amp;quot;No Russian&amp;quot; level is correct, as it is in use by the FSB Alpha counterterrorist unit and by Russian law enforcement in real life.&lt;br /&gt;
&lt;br /&gt;
[[File:Mp9tmp.jpg|thumb|none|350px|B&amp;amp;T MP9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2 MP9 (1).jpg|thumb|none|600px|The MP9 in first-person.]]&lt;br /&gt;
[[File:MW2 MP9 (2).jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:MW2 MP9 (3)mwstore.jpg|thumb|none|600px|Reloading the MP9.]]&lt;br /&gt;
[[File:MW2 MP9 (4).jpg|thumb|none|600px|Pulling the charging handle; note the strange ejection port.]]&lt;br /&gt;
[[File:MW2 MP9 (5).jpg|thumb|none|600px|Akimbo MP9s.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered MP9 has a correctly modeled ejection port and side rails.&lt;br /&gt;
[[File:MW2R MP9 (1).jpg|thumb|none|600px|The B&amp;amp;T MP9 in the remaster.]]&lt;br /&gt;
[[File:MW2R MP9 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R MP9 (3).jpg|thumb|none|600px|Loading a new magazine.]]&lt;br /&gt;
[[File:MW2R MP9 (4).jpg|thumb|none|600px|Charging the MP9. This is also its draw animation.]]&lt;br /&gt;
[[File:MW2R MP9 (5).jpg|thumb|none|600px|Inspecting the MP9's stick mag.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears simply as &amp;quot;P90&amp;quot; in MW2. It is used by Russians and US Shadow Company members in single player. Unlocked at level 24 in multiplayer, the P90 is a popular choice for the same reason as in real life: it is compact, has a large capacity and low recoil, does good damage and has a high rate of fire.&lt;br /&gt;
&lt;br /&gt;
It's another questionable weapon choice for the Russian Army, a more accurate choice would be the PP-2000 already in the game or the [[AS_Val#SR-2_Veresk|SR-2 Veresk]].&lt;br /&gt;
&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw2P90.jpg|thumb|none|600px|The P90 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 P90 (1).jpg|thumb|none|600px|Holding the P90.]]&lt;br /&gt;
[[File:MW2 P90 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 P90 (3).jpg|thumb|none|600px|Slapping in a new magazine.]]&lt;br /&gt;
[[File:MW2 P90 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 P90 (5).jpg|thumb|none|600px|Dual-wielding P90s. One has to wonder how exactly does a man reload two P90s at the same time.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
Just like ''Modern Warfare Remastered'', the translucent magazine now shows depleting rounds. The laser also works in IR mode, as seen through night vision goggles. &lt;br /&gt;
[[File:MW2R P90 (1).jpg|thumb|none|600px|The P90 in idle.]]&lt;br /&gt;
[[File:MW2R P90 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2R P90 (3).jpg|thumb|none|600px|Slapping in a fresh magazine.]]&lt;br /&gt;
[[File:MW2R P90 (4).jpg|thumb|none|600px|Charging the P90.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[MP5K]], equipped with a custom Rail Interface System and a threaded barrel, appears in ''Modern Warfare 2''. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, Rangers, Task Force 141, Russian Internal Troops / FSB, and some Russian soldiers / Ultranationalists. It comes with a foregrip in multiplayer, but in singleplayer this is absent, which presumably makes sense to somebody. It is often seen with a Red Dot Sight. The world model depicts it with a 15-round magazine, though the first person and Create A Class images both show the correct 30-round magazine.&lt;br /&gt;
&lt;br /&gt;
A suppressed version, the &amp;quot;MP5KSD&amp;quot;, is available in the campaign mission &amp;quot;Loose Ends&amp;quot; and in the Spec Ops missions &amp;quot;Hidden&amp;quot; and &amp;quot;Estate Takedown&amp;quot;. The real 'SD' suffix is used by H&amp;amp;K for their integrally suppressed MP5 variants, which the in-game weapon is not. In cases where the suppressed MP5K is paired with a red dot sight (as seen in the campaign levels &amp;quot;The Enemy of My Enemy&amp;quot; and &amp;quot;Just Like Old Times&amp;quot; and in several of the Spec Ops missions), the weapon is more appropriately labeled &amp;quot;MP5K Silenced Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MP5K-RIS-airsoft.jpg|thumb|none|350px|'''Airsoft''' Jing Gong MP5K RIS JG202. How the MP5K looks in the game (with some differences).]]&lt;br /&gt;
[[File:381.jpg|thumb|none|400px|MP5K R.I.S. System (modeled after an ICS Airsoft RAS)]]&lt;br /&gt;
[[File:Mw2Mp5k.jpg|thumb|none|600px|The MP5K in Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 MP5K (1).jpg|thumb|none|600px|Drawing the weapon with a good-ol' HK slap.]]&lt;br /&gt;
[[File:MW2 MP5K (2).jpg|thumb|none|600px|The MP5K in the player's hands.]]&lt;br /&gt;
[[File:MW2 MP5K (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 MP5K (4).jpg|thumb|none|600px|Reloading the MP5K.]]&lt;br /&gt;
[[File:MW2 MP5K (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 MP5K (6).jpg|thumb|none|600px|Dual-wielding MP5Ks.]]&lt;br /&gt;
[[File:MP5KSD-MW2.jpg|thumb|none|600px|A suppressed MP5K with red dot sight in &amp;quot;The Enemy of My Enemy&amp;quot;.]]&lt;br /&gt;
[[File:MP5KSD2-MW2.jpg|thumb|none|600px|Reloading the suppressed MP5K. Note the clear lack of a foregrip. The weapon has an S-E-F lower receiver, with the fire selector set to safe. However, the selector switch itself is that of a Navy trigger group, and is set to a position that would be pointing towards the semi-auto position on a Navy lower.]]&lt;br /&gt;
[[File:MW2MP.jpg|thumb|none|600px|Russian Internal Troops' supply units (notable by their white griffin patches) firing MP5K submachine guns behind riot shields. Note the shorter magazines.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remaster uses an HK slap-style empty reload for the MP5K, contrarily to the original game which involved pulling the charging handle after swapping magazines.&lt;br /&gt;
[[File:MW2R MP5K (1).jpg|thumb|none|600px|As with the original game, the equip animation shows the MP5K getting chambered, although the bolt never moves and seems to be a flat texture here.]]&lt;br /&gt;
[[File:MW2R MP5K (2).jpg|thumb|none|600px|The RIS foregrip is also absent again.]]&lt;br /&gt;
[[File:MW2R MP5K (3).jpg|thumb|none|600px|ADS of the MP5K.]]&lt;br /&gt;
[[File:MW2R MP5K (4).jpg|thumb|none|600px|Locking the bolt back on the empty reload.]]&lt;br /&gt;
[[File:MW2R MP5K (5).jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[File:MW2R MP5K (6).jpg|thumb|none|600px|Chambering the MP5K. The weapon has a proper SEF selector switch, though it is still set to safe.]]&lt;br /&gt;
[[File:MW2R MP5K (7).jpg|thumb|none|600px|The same inspection animation from ''Modern Warfare Remastered'' is also performed with the MP5K.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is a submachine gun appearing in both singleplayer and multiplayer. Like the MP5K, Picatinny rails were added to the weapon. In singleplayer, it is used by Russian police, Russian military, Shadow Company, and Task Force 141. In multiplayer, it can be equipped with extended magazines like all the other SMGs. It incorrectly holds 32 rounds in multiplayer by default, but correctly holds 25 rounds in singleplayer. It is insanely popular online due to suffering a negligible damage decrease when suppressed. Interestingly, the front sight is removed when optics are attached, which is only possible by way of completely chopping it off.&lt;br /&gt;
&lt;br /&gt;
A more appropriate alternative Russian-made firearm in this category would be the PP-19 Bizon, the PP-90M1 or the PP-19-01 Vityaz submachine guns, which are used by military and police forces in the Russian Federation, including various Spetsnaz units and counter-terrorist and law enforcement units.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Mw2Ump45.jpg|thumb|none|600px|The UMP45 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 UMP45 (1).jpg|thumb|none|600px|Holding the UMP45.]]&lt;br /&gt;
[[File:MW2 UMP45 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 UMP45 (3).jpg|thumb|none|600px|Reloading. An attempt has been made to portray the rounds inside the magazine, though they're pretty obviously just a 2D texture. The white line on the selector lever is textured at the wrong place; given the current setting of the fire selector, the line is supposed to be pointing towards the full-auto position at the bottom right, not the upper safe position as shown here. Nevertheless, the third-person model is textured correctly.]]&lt;br /&gt;
[[File:MW2 UMP45 (4).jpg|thumb|none|600px|Like the MP5K, the charging handle is pulled after the magazines are swapped.]]&lt;br /&gt;
[[File:MW2 UMP45 (5).jpg|thumb|none|600px|Dual-wielding UMP45s.]]&lt;br /&gt;
[[File:MW2TR5.jpg|thumb|none|600px|A Russian soldier holds a UMP45 fitted with a reflex scope. Note the absent front sight and intangible rear sight.]]&lt;br /&gt;
[[File:MW2 screen 24-1255733504.jpg|thumb|none|600px|The Shadow Company soldier on the far left wields a UMP45 with an EOTech sight. This screenshot is from an early version of the game; note the front sight is still present.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The UMP in the remaster has different markings on the receiver, and for some reason the reloading animations have been completely redone, without an HK slap-style reload like the MP5K.&lt;br /&gt;
[[File:MW2R UMP45 (1).jpg|thumb|none|600px|Initially-equipping the UMP results in a rather awkward palming of the charging handle.]]&lt;br /&gt;
[[File:MW2R UMP45 (2).jpg|thumb|none|600px|The H&amp;amp;K UMP taken from a Russian airport security officer.]]&lt;br /&gt;
[[File:MW2R UMP45 (3).jpg|thumb|none|600px|The UMP's iron sights.]]&lt;br /&gt;
[[File:MW2R UMP45 (4).jpg|thumb|none|600px|The new reload animation. The HK markings have been replaced by the fictional &amp;quot;Schmidt &amp;amp; Meier&amp;quot;, and the fire selector gained a (merely cosmetic) 2-round burst setting. The selector switch is erroneously pointed towards said burst mode.]]&lt;br /&gt;
[[File:MW2R UMP45 (5).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:MW2R UMP45 (6).jpg|thumb|none|600px|As with the MP5K, Allen plays with the magazine in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi]] returns from ''[[Call of Duty 4: Modern Warfare]]''. In singleplayer, it is used by Brazilian militiamen, Middle Eastern OpFor, and rarely by Makarov's Ultranationalists in the mission &amp;quot;Enemy of My Enemy&amp;quot;. Near the end of the game, the player gets to fire an Uzi during a boat chase. Like in ''Call of Duty 4'', it is incorrectly shown with a reciprocating charging handle.&lt;br /&gt;
&lt;br /&gt;
[[File:MiniUzi 01.jpg|thumb|none|400px|Mini Uzi with stock folded - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (1).jpg|thumb|none|600px|The Mini Uzi in first-person view. Unlike in ''Call of Duty 4'', the Mini Uzi in ''Modern Warfare 2'' has its stock unfolded, though it is still held with only one hand.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (6).jpg|thumb|none|600px|As in MW1, the sights are not properly lined up, and the gun would shoot high in reality.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (2).jpg|thumb|none|600px|This image shows what the sights should look like (though the front post is still too high).]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (3).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (4).jpg|thumb|none|600px|Racking the bolt.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (5).jpg|thumb|none|600px|Akimbo Uzis.]]&lt;br /&gt;
[[File:381.png|thumb|none|600px|Soap shoots his Mini Uzi while chasing an enemy zodiac.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The Mini Uzi fires from an open bolt in the remastered version, and appropriately has a non-reciprocating charging handle.&lt;br /&gt;
[[File:MW2R Mini-Uzi (1).jpg|thumb|none|600px|Picking up the Mini Uzi results in a new initial-chambering animation.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (2).jpg|thumb|none|600px|The IMI Mini Uzi in the remaster.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (3).jpg|thumb|none|600px|Aiming with aligned sight.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (4).jpg|thumb|none|600px|Tossing aside a spent magazine when reloading.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (5).jpg|thumb|none|600px|Charging the Mini Uzi.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (6).jpg|thumb|none|600px|The inspect animation is much the same as with the COD4 remaster.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (7).jpg|thumb|none|600px|Weilding two Mini Uzis.]]&lt;br /&gt;
[[File:MW2R Mini-Uzi (8).jpg|thumb|none|600px|Inspecting the dual Mini Uzis.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] appears in the game and is categorized as a Machine Pistol. Despite being a rare example of a modern Russian firearm in the original ''Modern Warfare'' trilogy, it is only ever used by Russian Paratroopers and Makarov's Ultranationalists as a backup sidearm, most notably in the injured &amp;quot;last stand&amp;quot; state. Interestingly, like the Glock 17, the enemies fire the weapon in semi-auto in last stand, and the enemies will usually discharge a few rounds when they are shot in last stand. The PP-2000 can be equipped with assorted sights, scopes and accessories, including a thermal sight exclusive to the level &amp;quot;The Only Easy Day ... Was Yesterday&amp;quot;. It is an all around effective weapon in multiplayer due to its high rate of fire and low recoil, the weapon's only drawback is its 20 round magazine.&lt;br /&gt;
[[File:Pp-2000.jpg|thumb|none|400px|PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mw2Pp2000.jpg|thumb|none|600px|The PP-2000 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 PP2000 (1).jpg|thumb|none|600px|Drawing the PP-2000, which involves disengaging the safety with the off hand, much like the HK91 in ''Call of Duty 4''. Interestingly, however, the safety lever actually moves this time.]]&lt;br /&gt;
[[File:MW2 PP2000 (2).jpg|thumb|none|600px|Holding the PP-2000.]]&lt;br /&gt;
[[File:MW2 PP2000 (3).jpg|thumb|none|600px|Aiming down the small iron sights.]]&lt;br /&gt;
[[File:MW2 PP2000 (4).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MW2 PP2000 (5).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2 PP2000 (6).jpg|thumb|none|600px|The player character fires a pair of PP-2000s.]]&lt;br /&gt;
[[File:MW2 PP2000 (7).jpg|thumb|none|600px|Reloading the two PP-2000s.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remaster, the player character actually grasps the front grip of the PP-2000 rather than firing the weapon one-handed. When equipped, the safety is no longer flicked off either; the character simply charges the PP-2000.&lt;br /&gt;
[[File:MW2R PP-2000 (1).jpg|thumb|none|600px|A PP-2000 taken from a Ultranationalist paratrooper in &amp;quot;Wolverines!&amp;quot;]]&lt;br /&gt;
[[File:MW2R PP-2000 (2).jpg|thumb|none|600px|Sighting in the Ural truck.]]&lt;br /&gt;
[[File:MW2R PP-2000 (3).jpg|thumb|none|600px|Reloading the PP-2000.]]&lt;br /&gt;
[[File:MW2R PP-2000 (4).jpg|thumb|none|600px|Working the SMG's action.]]&lt;br /&gt;
[[File:MW2R PP-2000 (5).jpg|thumb|none|600px|Right side of the PP-2000.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector|Prototype TDI Vector]], fitted with a Gen 1 stock and using KRISS 25+ round extended Glock magazines that hold 30 rounds in gameplay, appears as an SMG in MW2. In singleplayer, it is used by Russian Troops, Shadow Company, and occasionally by Task Force 141 and Brazilian Militiamen. It is highly incorrect for the Russian Ultranationalists (except Makarov's gun-smuggling terrorists) to use the TDI Vector as a Personal Defense Weapon, as it is a weapon of US origin. A more likely alternative would be the PP-2000 featured in the game or the [[SR-2#SR-2_Veresk|SR2-Veresk]].&lt;br /&gt;
&lt;br /&gt;
It is generally fitted with a reflex sight, and it uses a suppressor in some levels. Its default finish is the two-tone black and tan finish like the real-life prototype; in &amp;quot;Just Like Old Times&amp;quot;, Soap's Vector has a unique black finish.&lt;br /&gt;
&lt;br /&gt;
As with some of the other in-game weapons, the iron sights have Infinity Ward trademarks on them.&lt;br /&gt;
[[File:Krisssuperv.jpg|thumb|none|450px|Prototype TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector SMG - .45 ACP]]&lt;br /&gt;
[[File:Mw2Vector.jpg|thumb|none|600px|The Vector in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 Vector (1).jpg|thumb|none|600px|The draw animation of the Vector has the player character flipping the stock open.]]&lt;br /&gt;
[[File:MW2 Vector (2).jpg|thumb|none|600px|Holding the Vector.]]&lt;br /&gt;
[[File:MW2 Vector (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 Vector (4).jpg|thumb|none|600px|Loading new magazine.]]&lt;br /&gt;
[[File:MW2 Vector (5).jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[File:MW2 Vector (6).jpg|thumb|none|600px|Dual-wielding Vectors.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The Vector returns in much a largely unchanged appearance in ''Modern Warfare 2 Campaign Remastered''. The trigger group and pistol grip now have the same finish as the rest of the upper receiver though. In some missions, the Vector's lower has a desert camo finish, which was not seen in the original campaign story.&lt;br /&gt;
[[File:MW2R Vector (1).jpg|thumb|none|600px|Unfolding the remastered Vector's stock.]]&lt;br /&gt;
[[File:MW2R Vector (2).jpg|thumb|none|600px|The basic Vector in idle.]]&lt;br /&gt;
[[File:MW2R Vector (3).jpg|thumb|none|600px|ADS of the Vector.]]&lt;br /&gt;
[[File:MW2R Vector (4).jpg|thumb|none|600px|Reloading the extended Glock magazine]]&lt;br /&gt;
[[File:MW2R Vector (5).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:MW2R Vector (6).jpg|thumb|none|600px|Inspecting the Vector results in a brass check.]]&lt;br /&gt;
[[File:MW2R Vector (7).jpg|thumb|none|600px|Soap's black Vector in &amp;quot;Just Like Old Times&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A heavily customized AK hybrid appears in ''Modern Warfare 2'' as the &amp;quot;AK-47&amp;quot;. It has the milled receiver of an [[AK-47]], but with the ribbed top cover, 90 degree gas block, and front sight block of an [[AK-74]]. Additionally, it weirdly has one single rivet at the bottom rear of the receiver; its position is somewhat similar to the bottom rivet of a [[Draco Pistol]]. It is fitted with an LHV47 (or its airsoft clone from King Arms) railed handguard, IO Inc SCOP0040 scope mount, T6 stock adapter, Vltor IMod Stock, and a [[Saiga 12]] breaching muzzle brake. It feeds from Finnish AK polymer magazines. Overall, it appears the whole build has been based on some airsoft set like the G&amp;amp;P AK Tactical Conversion Kit which contains replicas of the listed above items.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by almost all enemy factions, including the Russian Military, Ultranationalists, and the Brazilian Militia. Most AK-47s are seen with arctic or desert camouflage, although some in the level &amp;quot;Loose Ends&amp;quot; have digital and woodland camouflage. It is the last weapon unlocked in multiplayer at level 70, and as such does not see much use as most players prefer to Prestige instead.&lt;br /&gt;
&lt;br /&gt;
Its depiction is wildly inaccurate for the Russian Army and even Makarov's Ultranationalists; these groups would be more likely use the [[AK-74M]] or possibly some rifles of the [[AK-100 series]]. At the time of the game's making, the Russians weren't considering modernizing the old AKs let alone use aftermarket US made accessories, however, Kalashnikov Concern introduced the universal upgrade package for AKs in 2015 which interestingly almost coincides with the game's 2016 setting.&lt;br /&gt;
&lt;br /&gt;
[[File:Ak47mw.2.jpg|thumb|none|500px|'''Photoshopped''' AKM fitted with Tapco Intrafuse and T6 furniture sets and a Vltor Modstock and Stock Adapter, to look like the weapon in ''Modern Warfare 2'' - 7.62x39mm]]&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|500px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:MW2 AK47 (1).jpg|thumb|none|600px|Holding the custom AK.]]&lt;br /&gt;
[[File:MW2 AK47 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 AK47 (3).jpg|thumb|none|600px|Reloading the AK. Note that the top of the magazine is modeled as a solid block. The rifle appears to be manufactured by the Izhevsk Mechanical Plant as evidenced by the arrow inside triangle factory marking. The factory markings and serial number are in the proper place, however, instead of year of production it has has the letters &amp;quot;EP&amp;quot;. While this kind of letter markings was used, though on the fire selector, the denomination of EP is fictional as E was used to denote East German AKs and P for Polish ones.]]&lt;br /&gt;
[[File:MW2 AK47 (4).jpg|thumb|none|600px|Pulling the charging handle...]]&lt;br /&gt;
[[File:MW2 AK47 (5).jpg|thumb|none|600px|...which appears to stick out of a non existent bolt when looking at the right side of the rifle. Note the redundant serial number stamped on a place it doesn't belong. Additionally, the fire selector is incorrectly set to semi-auto.]]&lt;br /&gt;
[[File:CptMacTavishAk47.jpg|thumb|none|600px|Captain John &amp;quot;Soap&amp;quot; MacTavish with his AK; the third-person model has the selector correctly set to full-auto. Note the Saiga 12 door breaching muzzle, and the AK-74/AK-101/AK-103 gas block and front sight block.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered model resembles the previous one, but the AK-74 style gas block and front sight block have been replaced by those of an [[AKM]]. Additionally, the weapon now has Yugoslavian &amp;quot;U-R-J&amp;quot; selector markings on the right side and the original IO Inc SCOP0040 mount has been replaced with a BP-02 mount.&lt;br /&gt;
[[File:MW2R AK-47 (1).jpg|thumb|none|600px|Pvt. Ramirez holds up Burger Town with his tacticool AK-47.]]&lt;br /&gt;
[[File:MW2R AK-47 (2).jpg|thumb|none|600px|ADS of the AK.]]&lt;br /&gt;
[[File:MW2R AK-47 (3).jpg|thumb|none|600px|Reloading the waffle magazine. Note the rather MW3 style BP-02 mount instead of the original MW2 IO Inc SCOP0040 mount.]]&lt;br /&gt;
[[File:MW2R AK-47 (4).jpg|thumb|none|600px|Charging the rifle.]]&lt;br /&gt;
[[File:MW2R AK-47 (5).jpg|thumb|none|600px|The AK's right side. The fire selector is still set to semi-auto, and now this applies to the third-person model as well.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] is one of the most common weapons in the game. The in-game model features an A.R.M.S. #50C-TR S.I.R. system, flip-up PRI front sight gas block, A.R.M.S. #40L rear back up iron sights and a triple loop ambi sling adapter receiver end plate. The rail covers, lower receiver, stock, and pistol grip are all in tan. A KAC foregrip is fitted in first-person only, for some reason. The serrations on the back of the pistol grip confirms it to be an A2 but it is depicted without a finger groove and bottom toe.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is the first weapon provided to the player. It is primarily used by the U.S. Army Rangers and Task Force 141, including Soap. During &amp;quot;No Russian&amp;quot;, Vladimir Makarov and his terrorist group are also armed with the M4A1. The M4A1 is commonly equipped with the [[M203 grenade launcher]], often alongside other attachments. A suppressed M4A1 is available in the level &amp;quot;Museum&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The rifles in-game are apparently Colt-manufactured, with Colt's &amp;quot;prancing pony&amp;quot; logo stamped on the left side of the lower receiver on the in-game model. Curiously, the M4A1 held by Soap in one of the promotional images has a Bushmaster stamp on it.&lt;br /&gt;
&lt;br /&gt;
The rifle is modeled after the Tokyo Marui M4 S-System airsoft rifle and the STANAG magazines found in the webbing of some characters are actually modeled after airsoft magazines as evidenced by the circular opening at the top of the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Tokyo Marui M4 S-System.jpg|thumb|none|500px|'''Airsoft''' Tokyo Marui M4A1 S-System]]&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:A.R.M.S. Rail.jpg|thumb|none|400px|An A.R.M.S. #50C-TR S.I.R.]]&lt;br /&gt;
[[File:MW2 M4A1 (1).jpg|thumb|none|600px|Drawing the M4A1 by dramatically racking the charging handle.]]&lt;br /&gt;
[[File:MW2 M4A1 (2).jpg|thumb|none|600px|Holding the M4A1.]]&lt;br /&gt;
[[File:MW2 M4A1 (3).jpg|thumb|none|600px|The iron sights. When any alternate sights are mounted, these sights are flipped down in first-person; they're always flipped up in third person.]]&lt;br /&gt;
[[File:MW2 M4A1 (4).jpg|thumb|none|600px|Reloading the M4A1. The magazines seem to be taped in order to increase friction and make gripping easier.]]&lt;br /&gt;
[[File:MW2 M4A1 (5).jpg|thumb|none|600px|Pressing the bolt release. Note that the fire selector is set to semi-auto while the weapon actually fires in full auto, a common modeling mistake.]]&lt;br /&gt;
[[File:MW2 M4A1 (6).jpg|thumb|none|600px|View of the right side of the M4A1, showing off that the right side a low detail mirror of the left.]]&lt;br /&gt;
[[File:MW2 screen 16-1255734153.jpg|thumb|none|600px|Lt. Simon &amp;quot;Ghost&amp;quot; Riley with his M4A1 during &amp;quot;The Only Easy Day... Was Yesterday&amp;quot;. Note that the right side of the weapon is a mirror of the left side, meaning that the M4A1 lacks many key components, such as the ejection port, forward assist, brass deflector and magazine release button. The same goes for the [[M16A4]].]]&lt;br /&gt;
[[File:MW2 M4render.jpg|thumb|none|600px|A wireframe-eque rendering of the M4/M203 combo in the intro cutscene of &amp;quot;Team Player&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered M4A1 has the fire select actually on full-auto, the pistol grip is now a properly modelled A2, the castle nut is now tan and the receiver end plate is now standard and the right side of the rifle is no longer a low resolution mirror of the left, but is properly textured. Some M4A1s issued and used in levels feature the laser-designating function sport AN/PEQ-2 IR designators from ''Modern Warfare Remastered.'' The empty reload also shows the operator smacking the bolt release tab rather than thumbing it as with the original game.&lt;br /&gt;
&lt;br /&gt;
The STANAG magazines found in the webbing of some characters are once again modeled after airsoft magazines.&lt;br /&gt;
[[File:MW2R M4A1 (1).jpg|thumb|none|600px|Retrieving the M4A1 of the table in the opening training segment. For some reason the KAC vertical grip is attached to an additional piece of picatinny rails which is on top of the already existing one.]]&lt;br /&gt;
[[File:MW2R M4A1 (2).jpg|thumb|none|600px|The M4A1 on the training range.]]&lt;br /&gt;
[[File:MW2R M4A1 (3).jpg|thumb|none|600px|Following Sgt. Foley's wisdom, Allen aims down his sights on a target.]]&lt;br /&gt;
[[File:MW2R M4A1 (4).jpg|thumb|none|600px|Loading the M4 with a thirty-round STANAG.]]&lt;br /&gt;
[[File:MW2R M4A1 (5).jpg|thumb|none|600px|Clapping the bolt release in a manner similar to the SCAR-H.]]&lt;br /&gt;
[[File:MW2R M4A1 (6).jpg|thumb|none|600px|Getting a full view of the M4A1. The lower receiver lacks an auto-sear pin.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16A4]] appears in the game as a burst-firing assault rifle. In singleplayer, it is seen in the hands of the U.S. Army Rangers and Task Force 141. Like the M4A1, many of these have M203 grenade launchers. It is equipped with the IMI Defense MRS-M handguard which is depicted with slightly misplaced and fewer vent holes.&lt;br /&gt;
&lt;br /&gt;
Just like in ''[[Call of Duty 4: Modern Warfare]]'', when the M16 is mounted with optics, the front sight and the gas block are removed. This would render the gun unable to fire automatically after the first shot. The shooter would have to manually load a round into the chamber by racking the bolt, effectively making the gun a bolt action.&lt;br /&gt;
[[File:M16A4withANPEQ%26ACOG.jpg|thumb|none|500px|M16A4 Modular Weapon System - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2M16.jpg|thumb|none|600px|The M16A4 in the create-a-class menu.]]&lt;br /&gt;
[[File:MW2 M16A4 (1).jpg|thumb|none|600px|Holding the M16A4. Note the rail covers and the Picatinny rail inside the carrying handle; said rail is never used, as the handle is always removed and replaced with a long piece of rail when other sights are mounted. The rear sight on the handle itself is enlarged to clear said rail.]]&lt;br /&gt;
[[File:MW2 M16A4 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 M16A4 (3).jpg|thumb|none|600px|Reloading the M16A4. Not only the fire selector is incorrectly set to semi-auto, but also it has Safe/Semi/Auto markings (like an M16A3) rather than the appropriate Safe/Semi/Burst.]]&lt;br /&gt;
[[File:MW2 M16A4 (4).jpg|thumb|none|600px|Pressing the bolt release, while watching the tiny stub of a sling attached to the front sling swivel flop around uselessly as the rifle moves.]]&lt;br /&gt;
[[File:MW2 M16A4 (5).jpg|thumb|none|600px|The rifle's right side is rather worryingly absent in first-person.]]&lt;br /&gt;
[[File:382.png|thumb|none|600px|A US Army Ranger fires his M16A4 fitted with ACOG. Note that the front sight is removed, and that the right side is just a mirror of the left.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered M16A4 reuses the same reload animations from the ''Call of Duty 4: Modern Warfare'' version instead of sharing animations with the M4A1, as is the case in the original ''MW2''. It has proper Safe/Semi/Burst selector markings, but the barrel incorrectly has an M203 groove, like in ''[[Call of Duty: Modern Warfare Remastered]]''. Like the M4A1 in the remaster, the right side of the rifle is no longer a low resolution mirror of the left but properly modeled. The front sight also disappears completely when optics are attached, as in the original game.&lt;br /&gt;
[[File:MW2R M16A4 (1).jpg|thumb|none|600px|Drawing a M16A4/M203 combo; the user racks the weapon's charging handle.]]&lt;br /&gt;
[[File:MW2R M16A4 (2).jpg|thumb|none|600px|Holding the M16A4.]]&lt;br /&gt;
[[File:MW2R M16A4 (3).jpg|thumb|none|600px|Aiming down the iron sights. The rear aperture is ridiculously tall, defeating the purpose of the carry handle's wings, which are meant to protect the aperture from damage.]]&lt;br /&gt;
[[File:MW2R M16A4 (4).jpg|thumb|none|600px|Loading a new magazine.]]&lt;br /&gt;
[[File:MW2R M16A4 (5).jpg|thumb|none|600px|Giving the bolt release a press.]]&lt;br /&gt;
[[File:MW2R M16A4 (6).jpg|thumb|none|600px|Looking at the right side of the M16 with an M203. Due to the right sight being properly modeled, the rifle now gets a proper forward assist, brass deflector, ejection port and magazine release button.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] fitted with top rail is seen in the game. It only fires in 3-round bursts, and incorrectly holds 30 rounds in a 25-round FAMAS magazine. In singleplayer, it is mostly used by the Russian military and Russian Ultranationalists. Some FAMASes with a unique &amp;quot;White Tape Camo&amp;quot; can occasionally be found in singleplayer.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS with its default Troy Battle Sights iron sights. Note that the Troy Battle Sights are mounted backwards.]]&lt;br /&gt;
[[File:MW2 FAMAS (2).jpg|thumb|none|600px|Aiming down through the sights, mounted on top of rails mounted on top of the carrying handle.]]&lt;br /&gt;
[[File:MW2 FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS; note the trigger discipline.]]&lt;br /&gt;
[[File:MW2 FAMAS (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2-FAMAS tape camo.jpg|thumb|none|600px|Roach holds a FAMAS F1 with the white tape camo during &amp;quot;The Gulag&amp;quot;, which is apparently used as improvised arctic camouflage.]]&lt;br /&gt;
[[File:MW2FamasF1.jpg|thumb|none|600px|A Russian Ultranationalist holds a FAMAS with White Tape Camo.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R FAMAS (1).jpg|thumb|none|600px|The FAMAS F1 gains a new draw animation where Roach chambers the rifle with his right hand.]]&lt;br /&gt;
[[File:MW2R FAMAS (2).jpg|thumb|none|600px|Holding the taped FAMAS. Being taped up is rather appropriate for a rifle which hasn't had so much as a spare part produced for over 20 years.]]&lt;br /&gt;
[[File:MW2R FAMAS (3).jpg|thumb|none|600px|Aiming with the still backwards Troy sights.]]&lt;br /&gt;
[[File:MW2R FAMAS (4).jpg|thumb|none|600px|Loading a fresh magazine. Ironically, the remaster lacks trigger discipline on this weapon, even though the original game did have it.]]&lt;br /&gt;
[[File:MW2R FAMAS (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2R FAMAS (6).jpg|thumb|none|600px|The FAMAS's right side.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] appears in singleplayer and multiplayer. In singleplayer, the F2000 is used by the Ultranationalists (another questionable choice, being Belgian in origin), commonly with thermal sights. The F2000 can incorrectly mount the [[M203]] grenade launcher instead of the [[FN GL-1]].&lt;br /&gt;
&lt;br /&gt;
Despite being an assault rifle, it behaves more like an SMG: it has a very high rate of fire (chewing through its 30 round magazine in less than three seconds), substantial recoil, and very low damage without Stopping Power. Its unpredictable recoil and low damage makes it weak at medium to long ranges, but its rate of fire allows it to excel in close quarters.&lt;br /&gt;
&lt;br /&gt;
Its Create-A Class image shows the removable forearm pushed back where the trigger guard would be.&lt;br /&gt;
[[File:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 F2000 (1).jpg|thumb|none|600px|Holding the F2000 Tactical.]]&lt;br /&gt;
[[File:MW2 F2000 (2).jpg|thumb|none|600px|Aiming down the iron sights. These are folded down once other sights are attached.]]&lt;br /&gt;
[[File:MW2 F2000 (3).jpg|thumb|none|600px|Reloading the F2000 Tactical. Note how the FN logo is rotated 90 degrees.]]&lt;br /&gt;
[[File:MW2 F2000slam.jpg|thumb|none|600px|During an empty reload, the player character hits the takedown button after replacing the magazine, which apparently chambers a round instead of causing the rifle to come apart; the F2000's charging handle must be pulled to chamber a fresh round since the weapon does not have a bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The charging handle is correctly used during empty reloads in the remastered version.&lt;br /&gt;
[[File:MW2R F2000 (5).jpg|thumb|none|600px|The remastered F2000 Tactical.]]&lt;br /&gt;
[[File:MW2R F2000 (6).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[File:MW2R F2000 (7).jpg|thumb|none|600px|Removing a STANAG mag.]]&lt;br /&gt;
[[File:MW2R F2000 (8).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:MW2R F2000 (9).jpg|thumb|none|600px|The F2000's right side.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
The F2000 Tactical has a unique Red Dot Sight attachment model based on the 1.6x scope of the original [[FN F2000]], but it differs from the real F2000 scope in that it is mounted on top of the F2000 Tactical's raised Picatinny rails, and leaves the rails exposed on the sides; the original F2000 had a lower, shorter rail for mounting the scope that is completely hidden by the scope shroud. As such, the resultant in-game model of the F2000 Tactical with the pseudo-F2000-scope is a shoddy approximation of the original scoped F2000, and has many differences in detail. &lt;br /&gt;
&lt;br /&gt;
As mentioned, the pseudo-F2000-scope is also incorrectly portrayed as a red dot sight rather than a conventional scope. Strangely, the EMP has no effect on the sight. (For extra trivia, the EMP does disable ACOGs, but this is incorrect because the ACOG scope doesn't uses any batteries and should still function despite an EMP)&lt;br /&gt;
&lt;br /&gt;
The original F2000 is also the weapon shown on the F2000's kill icon.&lt;br /&gt;
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 F2000 (4).jpg|thumb|none|600px|The F2000 in multiplayer.]]&lt;br /&gt;
[[File:MW2 F2000 (5).jpg|thumb|none|600px|Aiming through the F2000's scope.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered original F2000 scope is modeled properly, and uses the correct reticle instead of a red dot.&lt;br /&gt;
[[File:MW2R F2000 (1).jpg|thumb|none|600px|The classic style F2000 taken from a FSB officer on the airport tarmac.]]&lt;br /&gt;
[[File:MW2R F2000 (2).jpg|thumb|none|600px|Aiming with the correct style of scope reticle.]]&lt;br /&gt;
[[File:MW2R F2000 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW2R F2000 (4).jpg|thumb|none|600px|Charging the F2000.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in the game, equipped with a receiver mounted A.R.M.S #18 M21/14. It has the ribbed metal handguard from StG 58, a ramp rear sight from FAL, and the charging handle and 30-round magazines from [[DSA SA58 OSW|DSArms SA58 FAL rifles]]. The stock is a hybrid between the standard stock and the humped stock. The weapon is locked to semi-auto. Its charging handle is incorrectly animated to reciprocate when firing.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is commonly used by the Brazilian Militia, and sometimes by the Middle Eastern OpFor and the Russian military. It is usually equipped with either a KAC Masterkey or an ACOG scope in singleplayer. In Multiplayer, the 30-round magazines hold only 20 rounds by default, and only go up to 30 with the Extended Mags attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:FN FAL 50 00.jpg|none|thumb|500px|FN FAL - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|500px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the handguard and sights.]]&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|none|thumb|400px|DSArms SA58 OSW Carbine - 7.62x51mm NATO. Image used to show the charging handle and 30-round magazine.]]&lt;br /&gt;
[[File:MW2 FAL (1).jpg|thumb|none|600px|The FAL in first person.]]&lt;br /&gt;
[[File:MW2 FAL (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 FAL (3).jpg|thumb|none|600px|The &amp;quot;speed reload&amp;quot; technique is utilized when reloading, where the player character presses the magazine release paddle with a fresh magazine and chops away the old magazine. Note that there are still rounds in the old magazine.]]&lt;br /&gt;
[[File:MW2 FAL (4).jpg|thumb|none|600px|After loading in a new magazine, the player character racks the charging handle with his pinky for extra style.]]&lt;br /&gt;
[[File:MW2 FAL (5).jpg|thumb|none|600px|Spinning left reveals the right side to be completely flat, with a shadow of the scope mount textured over where the ejection port should be. The right side magwell is also missing.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The FAL returns largely unchanged in ''Modern Warfare 2 Campaign Remastered'' although it only holds 20 shots in the 30-round magazines, as in the original game's multiplayer. The charging handle also no longer reciprocates when firing.&lt;br /&gt;
[[File:MW2R FAL (1).jpg|thumb|none|600px|Roach wields a FAL in the favela.]]&lt;br /&gt;
[[File:MW2R FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW2R FAL (3).jpg|thumb|none|600px|Inserting the fresh magazine - the spent one can be seen falling out.]]&lt;br /&gt;
[[File:MW2R FAL (4).jpg|thumb|none|600px|Charging the FAL.]]&lt;br /&gt;
[[File:MW2R FAL (5).jpg|thumb|none|600px|Inspecting the FAL's magazine shows it only ever loaded with three rounds.]]&lt;br /&gt;
[[File:MW2R FAL (6).jpg|thumb|none|600px|Roach then turns the rifle over and checks the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[SCAR-H]] appears in ''Modern Warfare 2'' as a high-damage, low rate of fire assault rifle. The in-game model is an older 2nd generation model, with the straight cheek rest on the stock. Its rear sights is chopped down, and the iron sights have Infinity Ward trademarks (like the Vector and some other weapons). It is also mounted backwards. In multiplayer, it correctly holds 20 rounds per magazine, while in singleplayer it holds 30; it can be assumed that, similar to the FN FAL, all SCAR-H's in singleplayer are equipped with the &amp;quot;Extended Magazines&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is one of the primary rifles of Task Force 141, U.S. Army Rangers, and Shadow Company soldiers. A unique variant with a vertical foregrip can be found in the singleplayer level &amp;quot;S.S.D.D.&amp;quot; and the Spec Ops mission &amp;quot;The Pit&amp;quot;. In multiplayer, its kill icon in the killfeed is also shown with a vertical foregrip, despite said attachment being unavailable for the SCAR in multiplayer.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 SCAR-H (1).jpg|thumb|none|600px|The draw animation of the SCAR-H, which involves a sideways pull of the bolt handle.]]&lt;br /&gt;
[[File:MW2 SCAR-H (2).jpg|thumb|none|600px|Holding the SCAR-H. Note the backwards mounted rear sight.]]&lt;br /&gt;
[[File:MW2 SCAR-H (3).jpg|thumb|none|600px|Aiming the SCAR-H at some faux Saddam Hussein statue.]]&lt;br /&gt;
[[File:MW2 SCAR-H (4).jpg|thumb|none|600px|Reloading the SCAR-H. Note the gray colored magazine.]]&lt;br /&gt;
[[File:MW2 SCAR-H (5).jpg|thumb|none|600px|Hitting the bolt release as a part of the empty reload. Of note is that the bolt is already forwards before the reload even starts; the SCAR's bolt is designed to lock back in real life upon firing the last round, which doesn't happen in-game.]]&lt;br /&gt;
[[File:MW2 SCAR-H (6).jpg|thumb|none|600px|Drawing a SCAR-H equipped with a Heartbeat Sensor.]]&lt;br /&gt;
[[File:MW2 SCAR-H (7).jpg|thumb|none|600px|With the Heartbeat Sensor attached, the bolt release is covered by the RIS rail, so the player character presses the ''mag release'' instead to chamber the weapon, pretending that nobody would notice.]]&lt;br /&gt;
[[File:MW2 SCAR-H (8).jpg|thumb|none|600px|The foregrip-equipped SCAR in &amp;quot;The Pit&amp;quot;. Note the fire selector erroneously set to semi-auto.]]&lt;br /&gt;
[[File:MW2 screen 26-12557342731.jpg|600px|thumb|none|Shadow Company commando armed with an FN SCAR-H, fitted with an ACOG sight. Note the forward folding front sight.]]&lt;br /&gt;
[[File:MW2-SCAR thermal.jpg|thumb|none|600px|A SCAR-H CQC with thermal sight at the Shadow Company hideout. Note the straight cheek rest of the 2nd generation model.]]&lt;br /&gt;
[[File:MW2 SCARrender.jpg|thumb|none|600px|A wall of scans showing off the US Army's indomitable arsenal of pump shotguns slung under SCAR-Hs.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The SCAR-H is now modeled after the third generation production model. The 30-round capacity from the original singleplayer has been decreased to the more common 20-rounder in ''Modern Warfare 2 Campaign Remastered''. Additionally, the bolt correctly locks to the rear when a magazine is emptied, and the fire selector is correctly set to full-auto. The rear sight is no longer backwards, but it is mounted much further forwards in order to retain the same placement for the rear post.&lt;br /&gt;
&lt;br /&gt;
There is a small bug with the SCAR-H fitted with the KAC Masterkey attachment: when the shotgun is emptied and is about to be reloaded, the SCAR-H's bolt briefly locks back then instantly returns forward.&lt;br /&gt;
[[File:MW2R SCAR-H (1).jpg|thumb|none|600px|The foregrip-equipped FN SCAR-H inside the Pit.]]&lt;br /&gt;
[[File:MW2R SCAR-H (2).jpg|thumb|none|600px|Aiming the SCAR.]]&lt;br /&gt;
[[File:MW2R SCAR-H (3).jpg|thumb|none|600px|Reloading; note the fully locked back bolt and different style of rear sling mount compared to the original 2nd gen model. Pvt.Allen apparently forgot about the concept of trigger discipline between the original game and the remastered.]]&lt;br /&gt;
[[File:MW2R SCAR-H (4).jpg|thumb|none|600px|Palming the bolt release.]]&lt;br /&gt;
[[File:MW2R SCAR-H (5).jpg|thumb|none|600px|Inspecting a completely empty SCAR-H reveals the magazine is always modeled with cartridges in it regardless.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[IMI Tavor TAR-21]] appears in both singleplayer and multiplayer. In singleplayer, the TAR-21 is used by Russian soldiers and Task Force 141, almost always used with kind of optical sight or scope. Its kill icon always shows it with a Holographic Sight (an EOTech holographic sight).&lt;br /&gt;
[[File:Tavor-tar.jpg|thumb|none|500px|IMI Tavor TAR-21 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 TAR21 (1).jpg|thumb|none|600px|Drawing the TAR-21 involves giving the charging handle a quick pull. Note character's palm is facing upwards, different from the empty reload.]]&lt;br /&gt;
[[File:MW2 TAR21 (2).jpg|thumb|none|600px|Holding the TAR-21.]]&lt;br /&gt;
[[File:MW2 TAR21 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 TAR21 (4).jpg|thumb|none|600px|Reloading the Tavor.]]&lt;br /&gt;
[[File:MW2 TAR21 (5).jpg|thumb|none|600px|Pulling the bolt to chamber the weapon.]]&lt;br /&gt;
[[File:MW2-TAR21 mars.jpg|thumb|none|600px|The TAR-21 equipped with a MARS sight; in multiplayer, the Red Dot Sight is replaced by the MARS sight, while in singleplayer, TAR-21s with MARS sights appear alongside TAR-21s with standard red dot sights.]]&lt;br /&gt;
[[File:Mw2tar21stupid.jpg|thumb|none|600px|The in-game worldmodel of a Tavor with an M203, which looks as if the M203 is more or less superglued to the Tavor. In reality, only the GTAR-21 variant of the TAR-21 can accept the M203.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R TAR-21 (1).jpg|thumb|none|600px|A MARS-sighted TAR-21 inside the Burger Town kitchen.]]&lt;br /&gt;
[[File:MW2R TAR-21 (2).jpg|thumb|none|600px|Looking through the MARS sight.]]&lt;br /&gt;
[[File:MW2R TAR-21 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW2R TAR-21 (4).jpg|thumb|none|600px|Charging the TAR, this is the same animation when equipping it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 EBR==&lt;br /&gt;
The [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 1 EBR]] appears in the game, almost always with a scope attached. In singleplayer, it appears as the standard weapon for Task Force 141 snipers, and is referred to as the &amp;quot;M14 EBR&amp;quot;, the US Army designation. This seems to be the weapon of choice for Captain MacTavish.&lt;br /&gt;
&lt;br /&gt;
It is the last sniper rifle to be unlocked in multiplayer, where it is listed incorrectly as an &amp;quot;M21 EBR&amp;quot;, likely to remind players of the actual [[M21]] in ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
An unscoped Mk 14 Mod 1 EBR can be found in the Spec-Ops mission &amp;quot;Breach &amp;amp; Clear&amp;quot;, though it still has the exact same zoom level as when equipped with an ACOG. It is the only time the player gets to use it with iron sights.&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, vertical foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 M14EBR (1).jpg|thumb|none|600px|The Mk 14 EBR in first-person view.]]&lt;br /&gt;
[[File:MW2 M14EBR (2).jpg|thumb|none|600px|Reloading the Mk 14 EBR.]]&lt;br /&gt;
[[File:MW2 M14EBR (3).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2 M14EBR (4).jpg|thumb|none|600px|The iron-sighted EBR in &amp;quot;Breach &amp;amp; Clear&amp;quot;.]]&lt;br /&gt;
[[File:MW2 M14EBR (5).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW2McTavishRifle.png|thumb|none|600px|Soap with the Mk 14 EBR with a suppressor on his back.]]&lt;br /&gt;
[[File:Pc_wallpaper_04_1024x768.png|thumb|none|600px|Soap with the Mk 14 EBR. Note the Magpul CTR stock.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remastered version, the bolt now locks back at the start of an empty reload.&lt;br /&gt;
[[File:MW2R M14EBR (1).jpg|thumb|none|600px|Captain MacTavish hands Roach the EBR at the end of &amp;quot;The Only Easy Day.. Was Yesterday&amp;quot;. The magazine is mispositioned in this sequence.]]&lt;br /&gt;
[[File:MW2R M14EBR0.jpg|thumb|none|600px|Roach draws the rifle at the start of &amp;quot;The Gulag&amp;quot;. Note the animation is virtually the same as the dry reload, minus the bolt position starting all the way forward. The bolt also does not rotate as it does in reality, even though the previous remaster got this detail correct.]]&lt;br /&gt;
[[File:MW2R M14EBR1.jpg|thumb|none|600px|Holding the rife while Soap fires on Russian soldiers below.]]&lt;br /&gt;
[[File:MW2R M14EBR2.jpg|thumb|none|600px|Examining the rifle.]]&lt;br /&gt;
[[File:MW2R M14EBR3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R M14EBR4.jpg|thumb|none|600px|Inserting a new magazine. Note that, much like the SVD's reload, the player character will toss the mag away regardless of if it still has bullets in it. Also, the magazine seems to be modeled almost empty much like other weapons.]]&lt;br /&gt;
[[File:MW2R M14EBR5.jpg|thumb|none|600px|Releasing the bolt while getting buzzed by an F-15 Eagle.]]&lt;br /&gt;
[[File:MW2RToadArcher.jpg|thumb|none|600px|TF-141 snipers Archer and Toad with M14 EBR rifles in the mission &amp;quot;Loose Ends&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul Masada==&lt;br /&gt;
The [[Magpul Masada]] appears in the game under the name &amp;quot;ACR&amp;quot;, actually the name of its successors manufactured by Bushmaster and Remington. It is a Gen 2 Masada, characterized by its forward-mounted and ambidextrous charging handle. The handle itself is the early version which was seen at the 2007 SHOT Show and can be found on A&amp;amp;K airsoft versions. The front sight is loosely based on the Masada's front sight, while the rear sight appears to be loosely based on the Magpul MBUS. The rifle also has a Masada handguard with rails attached on the sides and a 10.5&amp;quot; barrel, and uses 30-round Magpul PMags.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the Masada is commonly used by Task Force 141 and Shadow Company. It first appears in &amp;quot;Cliffhanger&amp;quot;, where it is equipped with a suppressor, reflex sight (with more zoom than a normal reflex sight), heartbeat monitor, and a unique arctic camouflage not found on any other weapon and not available in multiplayer. Masadas with [[M203]] grenade launchers can be found in &amp;quot;Takedown&amp;quot; and &amp;quot;Loose Ends&amp;quot;, the former having an ACOG scope, and the latter having a holographic sight (which has the zoom level of an ACOG, for some reason). A Masada with the same attachments as the one in &amp;quot;Cliffhanger&amp;quot; but with a unique matte black finish is found in &amp;quot;Just Like Old Times&amp;quot;. It has very low recoil even in full automatic, making it a versatile all-range weapon.&lt;br /&gt;
[[File:Airsoft Masada Gen 2 (black).jpg|thumb|none|500px|'''Airsoft''' Gen 2 Magpul Masada - (fake) 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 ACR (1).jpg|thumb|none|600px|Drawing the &amp;quot;ACR&amp;quot;. Note how the handguard pin sticks out as if the handguard is being disassembled.]]&lt;br /&gt;
[[File:MW2 ACR (2).jpg|thumb|none|600px|Holding the Masada.]]&lt;br /&gt;
[[File:MW2 ACR (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 ACR (4).jpg|thumb|none|600px|Reloading the rifle with a Magpul PMAG. Note the incorrect HK-style fire selector markings placed on the wrong side of the switch. The selector is also set to the safety position of a real Masada.]]&lt;br /&gt;
[[File:MW2 ACR (5).jpg|thumb|none|600px|Chambering the Masada by pulling on the charging handle with the right hand; it would be more efficient to simply press the bolt catch release button that is right next to the trigger housing, or at least simply cock it from the left side without having to switch hands, due to the ambidextrous charging handle.]]&lt;br /&gt;
[[File:MW2AR2.png|thumb|none|600px|The unique snow camo Masada used by Roach in the mission &amp;quot;Cliffhanger&amp;quot;. For some reason it also gets a unique ammo pool which maxes out at 840 instead of 630, despite it being impossible to get more ammo for it in this mission.]]&lt;br /&gt;
[[File:MW2-ACR Unique.jpg|thumb|none|600px|The unique matte black Masada. Prior to the &amp;quot;primary gunfighter&amp;quot; perk of ''[[Call of Duty: Black Ops 2|Black Ops 2]]'', it was impossible to create such a weapon in any of the games' multiplayer, and weapons with three attachments were almost always restricted to being starting weapons in the campaign. Some of these campaign-only weapon configurations also have special boosts: these black Masadas in &amp;quot;Just Like Old Times&amp;quot;, for example, have a maximum ammo count of 1,260 instead of 630.]]&lt;br /&gt;
[[File:MW2-ACR Ghost.jpg|thumb|none|600px|Ghost threatens to kill a shed with his Masada unless the Russians allow Price to cause an absolutely baffling plot twist.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR (remastered version)===&lt;br /&gt;
The prototype Masada from the original has been replaced with a proper [[Remington ACR]] in the remaster. It retains the same pseudo-Masada front sight and pseudo-Magpul rear MBUS complete with the inappropriately sticking out handguard pin, though this time around it has a right side mounted non-ambidextrous charging handle which is modeled after the production version of the ACR handle. A modelling goof leaves the magazines sticking much further out of the magwell than they should.&lt;br /&gt;
[[File:Remington ACR.jpg|thumb|none|500px|Remington ACR with 16.5&amp;quot; barrel, Magpul PMAG, 5-sided handguard, and suppressor - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2R ACR (1).jpg|thumb|none|600px|Equipping the ACR in the remaster results in a dramatic chambering of the rifle.]]&lt;br /&gt;
[[File:MW2R ACR (2).jpg|thumb|none|600px|The vanilla ACR inside the museum.]]&lt;br /&gt;
[[File:MW2R ACR (3).jpg|thumb|none|600px|Using the ACR's sights.]]&lt;br /&gt;
[[File:MW2R ACR (4).jpg|thumb|none|600px|Reloading. Note how it appears as though there's only two bullets loaded in the magazine.]]&lt;br /&gt;
[[File:MW2R ACR (5).jpg|thumb|none|600px|Strong-arming the charging handle.]]&lt;br /&gt;
[[File:MW2R ACR (6).jpg|thumb|none|600px|Inspecting reveals the ''severely'' mispositioned magazine; for reference, the light strip near the center of the image is the magazine catch, which is supposed to interface with the magazine's locking notch (the small rectangle near the top of the magazine).]]&lt;br /&gt;
[[File:MW2R SCACR 1.jpg|thumb|none|600px|A Shadow Company soldier with an ACR.]]&lt;br /&gt;
[[File:MW2R SCACR 2.jpg|thumb|none|600px|Reloading. Note that when reloading for most weapons NPCs will actually physically remove magazines, pull new ones out and hit bolt releases or charge the weapons. This is something which had existed in the original but was not this detailed. Also note the wide field of view distorting the image and elongating the front of the rifle to look almost 20 inches.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
In the single-player campaign, the &amp;quot;AUG HBAR&amp;quot; takes the appearance of a [[Steyr AUG A2]], mostly evidenced by the 20&amp;quot; barrel, whereas in multiplayer it is actually modeled after an AUG HBAR-T. It has a 30-round magazine and is equipped with either a rail-mounted version of the Swarovski AUG A1 scope or a Red Dot Sight. It is used mainly by Russian Ultranationalists. In real life, the Steyr AUG (A1) was used by VDV and by FSB Spetsnaz units (now out of service).&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the AUG A2 appears as the kill icon for the AUG HBAR, implying that like the L85, it was supposed to appear in multiplayer as an assault rifle before being reworked into the AUG HBAR as an LMG in multiplayer.&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 AUG A2 (1).jpg|thumb|none|600px|The AUG A2 with the A1 scope, which is rather impractically high. This rail-mounted Swarovski scope also does not exist in reality; real AUG A1 scopes are integrated into the receiver.]]&lt;br /&gt;
[[File:MW2 AUG A2 (2).jpg|thumb|none|600px|View down the typical ''Modern Warfare'' series scope reticle.]]&lt;br /&gt;
[[File:MW2 AUG A2 (3).jpg|thumb|none|600px|The AUG with a red dot mounted. Although not visible unless aiming, the front sight from the multiplayer version is also present.]]&lt;br /&gt;
[[File:MW2-AUG Reload.jpg|thumb|none|600px|Reloading the AUG A2.]]&lt;br /&gt;
[[File:MW2AUGA1.jpg|thumb|none|600px|A Russian Ultranationalist shoving his AUG's scope into his goggles.]]&lt;br /&gt;
[[File:MW2-AUG Cpt Price.jpg|thumb|none|600px|On the plus side, he does understand how to use the foregrip; Captain Price, on the other hand, is still figuring things out.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The AUG A2 still appears under the &amp;quot;AUG HBAR&amp;quot; moniker in ''Modern Warfare 2 Campaign Remastered.'' The remastered AUG is a hybrid, with most of the features of an A2, but the bolt release of an A3; this hybridization can be increased further with the addition of the A1's Swarovski scope, which is now correctly depicted as an integral part of the receiver instead of a rail-mounted attachment. It also has a winter camo finish in the snow missions, unlike the original game.&lt;br /&gt;
 &lt;br /&gt;
As there is no multiplayer for the remaster, the actual LMG variant cannot be found.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|500px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2R AUG (1).jpg|thumb|none|600px|The AUG with its classic scope on &amp;quot;Loose Ends&amp;quot;. The unused back-up iron sights on top of the Swarovski scope are centered, but are actually supposed be offset to the right side.]]&lt;br /&gt;
[[File:MW2R AUG (2).jpg|thumb|none|600px|Aiming also reveals the correct reticle.]]&lt;br /&gt;
[[File:MW2R AUG (3).jpg|thumb|none|600px|Reloading the Steyr.]]&lt;br /&gt;
[[File:MW2R AUG (4).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:MW2R AUG (5).jpg|thumb|none|600px|Inspecting a reflex sight-equipped AUG A2. Note the incredibly narrowly-spaced rail segments attached to the rifle, as well as the inexplicable A3 bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
In what might be the most infamous depiction of a somewhat obscure sniper rifle in any media ever, the [[Cheyenne Tactical M-200 Intervention|Cheyenne Tactical M200 Intervention]] appears in ''Modern Warfare 2'' as a usable sniper rifle. The rifle, known as simply &amp;quot;Intervention&amp;quot; in-game, is the only usable bolt-action sniper rifle in the game. It has an unusable AN/PEQ-2 laser unit mounted on the Picatinny rail just forward of the scope, which disappears when an ACOG Scope is used.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by US Army Rangers on several occasions, and is Soap and Captain Price's primary weapon in &amp;quot;Just Like Old Times&amp;quot;, the second to final mission. The intro of that mission describes the CheyTac as an anti-materiel rifle; while the real weapon is effective in that role against some types of armor, it is mainly used as an anti-personnel system. In multiplayer, while its magazine size is a mere 5 rounds, the Intervention deals incredibly high damage, making it a deadly sight in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The depiction of the Intervention within ''Modern Warfare 2'' propelled the weapon into relative infamy; while the weapon itself was never deemed as &amp;quot;overpowered&amp;quot;, a number of factors displayed in this game specifically (the overuse of the weapon in multiplayer, its distinctive sounds and animations, the use of hitmarkers and the general stereotype of ''Call of Duty'' generally being enjoyed by loud, skill-lacking, faux-MLG &amp;quot;tryhards&amp;quot;) has made the Intervention a staple of &amp;quot;montage parodies&amp;quot;, along with the infamous acts of &amp;quot;no-scoping&amp;quot; and &amp;quot;quick-scoping&amp;quot;. The popularity of the weapon has allowed the Intervention to return in three other games in the franchise: ''[[Call of Duty Online]]'' (as the &amp;quot;CheyTacM200&amp;quot;), ''[[Call of Duty: Infinite Warfare]]'' (as the &amp;quot;TF-141&amp;quot;), and ''[[Call of Duty 4: Modern Warfare|Call of Duty: Modern Warfare Remastered]]'' (as the &amp;quot;S-Tac Aggressor&amp;quot;).&lt;br /&gt;
[[File:M200.jpg|thumb|none|550px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[File:MW2 M200 (1).jpg|thumb|none|600px|The Intervention in first-person view. For whatever reason, the player character always seems to rest his off-hand around where the magazine is, rather than the handguard. The non-shooting hand being so close to the shooting hand would make it hard to keep the rifle steady in reality.]]&lt;br /&gt;
[[File:MW2 M200 (2).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:MW2 M200 (3).jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[File:MW2 M200 (4).jpg|thumb|none|600px|The flat right side of the M200. Note that the PEQ box lacks a right side as well.]]&lt;br /&gt;
[[File:MW2-M200 Cpt Price.jpg|thumb|none|600px|Captain Price holds his suppressed Intervention in &amp;quot;Just Like Old Times&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The ''MW2R'' CheyTac M200 seems to be a more detailed version from ''[[Call of Duty: Infinite Warfare]]'', and has similar initial draw/inspect animations.&lt;br /&gt;
[[File:MW2R M200 (1).jpg|thumb|none|600px|Ramirez holds the Intervention. Note how it is held in a far more conventional manner now, with the left hand on the handguard, like MWR's &amp;quot;S-Tac Aggressor&amp;quot;.]]&lt;br /&gt;
[[File:MW2R M200 (2).jpg|thumb|none|600px|Ramirez aims down the scope of the sniper rifle, and sees an old friend: &amp;quot;scope_overlay_m40a3&amp;quot;.]]&lt;br /&gt;
[[File:MW2R M200 (3).jpg|thumb|none|600px|Operating the bolt of the Intervention. Hitmarker memes sold separately.]]&lt;br /&gt;
[[File:MW2R M200 (4).jpg|thumb|none|600px|&amp;quot;Ramirez, reload your weapon!&amp;quot;]]&lt;br /&gt;
[[File:MW2R M200 (5).jpg|thumb|none|600px|Inspecting the CheyTac results in a cool brass-check, similar to the M40A3 in the previous remaster.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1==&lt;br /&gt;
The [[Barrett M82A1]] appears as &amp;quot;Barrett .50cal&amp;quot; in the game. It has a shortened barrel, though it is not as short as the M82CQ. It has a Mr. Yuk sticker on the scope cover. The weapon is incorrectly depicted with ejection port openings on both sides of the receiver.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, during the level &amp;quot;Of Their Own Accord&amp;quot;, an emplaced M82A1 with variable-zoom thermal sight is used by Russian snipers covering the Mall (the stretch from the Lincoln Memorial to the Washington Monument to the Capital) and is temporarily commandeered by Ramirez and his squad to take out enemy soldiers firing on evac helicopters with Javelins.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it is the default sniper rifle. Oddly, it has worse overall stats than the &amp;quot;M21 EBR&amp;quot; or the WA2000. Amusingly, the weapon can be fired nearly as quickly as the trigger can be tapped, with surprisingly little recoil for dumping 10 .50 BMG rounds in ''under a second''.&lt;br /&gt;
[[File:m82a1.jpg|thumb|none|550px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2-M82-2.jpg|thumb|none|600px|The Create-A-Class icon of the Barrett shows a good view of the shortened barrel.]]&lt;br /&gt;
[[File:MW2 M82 (1).jpg|thumb|none|600px|Holding the M82.]]&lt;br /&gt;
[[File:MW2 M82 (2).jpg|thumb|none|600px|Reloading the M82A1. Note odd safety switch on the magazine well, because you can never have too many safeties.]]&lt;br /&gt;
[[File:MW2 M82 (3).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 M82 (4).jpg|thumb|none|600px|View of the Barrett's other side (finally, some complete modeling).]]&lt;br /&gt;
[[File:MW2-M82-3.jpg|thumb|none|600px|The mounted Barrett in &amp;quot;Of Their Own Accord&amp;quot;. Even though it is equipped with a standard scope, it has a thermal sight. This particular Barrett is also equipped with proprietary levitation technology, allowing it to hover above the ground while being attached to a ledge.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M82A1 (1).jpg|thumb|none|600px|Roach picks up an M82A1, and chambers the weapon.]]&lt;br /&gt;
[[File:MW2R M82A1 2.jpg|thumb|none|600px|Roach holds the M82A1. Mr. Yuk is still there on the scope cover.]]&lt;br /&gt;
[[File:MW2R M82A1 (3).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:MW2R M82A1 (4).jpg|thumb|none|600px|Reloading; Roach throws away the old magazine like it's a piece of trash. Note that the extra safety switch is no longer present.]]&lt;br /&gt;
[[File:MW2R M82A1 (5).jpg|thumb|none|600px|Inserting a fresh magazine. Although not pictured, the firing animation of the M82A1 shows the barrel correctly reciprocating rearwards.]]&lt;br /&gt;
[[File:MW2R M82A1 (6).jpg|thumb|none|600px|Ramirez mans the emplaced M82A1 in &amp;quot;Of Their Own Accord&amp;quot;. This time it has an actual thermal scope fitted, as well.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The rare [[Walther WA 2000]] is found in the game. In singleplayer, it is used by Russian snipers in &amp;quot;Loose Ends&amp;quot; and by Shadow Company troops in the level &amp;quot;Enemy of My Enemy&amp;quot;, highly inaccurate for both given the WA2000's limited production run. While it holds only 6 rounds, it is very accurate and has low recoil.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 WA2000 (1).jpg|thumb|none|600px|The draw animation involves flipping open the scope cover. Note the Mr. Yuk sticker on the scope cover, just like the Barrett.]]&lt;br /&gt;
[[File:MW2 WA2000 (2).jpg|thumb|none|600px|Holding the WA 2000. Note the rather large piece of rail the scope is mounted on.]]&lt;br /&gt;
[[File:MW2 WA2000 (3).jpg|thumb|none|600px|Reloading the WA 2000.]]&lt;br /&gt;
[[File:MW2 WA2000 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2-WA2000-2.jpg|thumb|none|600px|A Inner Circle sniper with a WA 2000 sniper rifle, as seen in the Museum bonus level.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remaster features an even more detailed WA 2000, found in same singeplayer missions. It still holds 10 rounds in the magazine.&lt;br /&gt;
[[File:MW2R WA2000 (1).jpg|thumb|none|600px|Equipping the Walther - in addition to opening up Mr. Yuk, the rifle is also charged.]]&lt;br /&gt;
[[File:MW2R WA2000 (2).jpg|thumb|none|600px|Taking in the scenery around Makarov's safehouse with the WA 2000.]]&lt;br /&gt;
[[File:MW2R WA2000 (3).jpg|thumb|none|600px|Aiming through the scope, the same one shared with the M82A1.]]&lt;br /&gt;
[[File:MW2R WA2000 (4).jpg|thumb|none|600px|Removing the magazine on the reload.]]&lt;br /&gt;
[[File:MW2R WA2000 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:MW2R WA2000 (6).jpg|thumb|none|600px|Charging the Walther.]]&lt;br /&gt;
[[File:MW2R WA2000 (7).jpg|thumb|none|600px|Soap inspects his WA 2000 during the boneyard escape. As with the original game, this sequence raises the Field-of-View and shows a bit more of weapon viewmodels.]]&lt;br /&gt;
[[File:MW2R WA2000 Sniper.jpg|thumb|none|600px|An Inner Circle sniper with a WA2000 during the mission &amp;quot;Loose Ends&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] is only featured in the singleplayer campaign, used by Russian Ultranationalists and Brazilian Militiamen. It can be found with winter camouflages in the snow levels and woodland camo in &amp;quot;Loose Ends&amp;quot; and &amp;quot;The Enemy of My Enemy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A poster of a SVD Dragunov is seen in the Multiplayer map &amp;quot;Salvage&amp;quot; in a small house, along with posters of Makarov PM and AKM.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW2 SVD (1).jpg|thumb|none|600px|Roach with an acquired SVD. Note the dangling scope cover, not present on the MW1 model.]]&lt;br /&gt;
[[File:MW2 SVD (2).jpg|thumb|none|600px|Reloading. Tossing away a magazine. Note that the flash hider is modeled as a solid tube.]]&lt;br /&gt;
[[File:MW2-SVD reload.jpg|thumb|none|600px|Reloading an SVD with arctic camouflage finish. The fire selector is incorrectly set to safe.]]&lt;br /&gt;
[[File:MW2 SVD (3).jpg|thumb|none|600px|Charging the SVD. As with all iterations in the series (prior to 2019's ''Modern Warfare''), the bolt never locks back on empty like it should.]]&lt;br /&gt;
[[File:2hMD.jpg|thumb|none|600px|A Brazilian militiaman with an SVD takes careful aim using his right nostril.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The model from the ''Call of Duty 4'' remaster returns with a correct PSO-1 scope reticle. However, the bolt hold-open functionality is still absent.&lt;br /&gt;
[[File:MW2R SVD (1).jpg|thumb|none|600px|The Dragunov on the oil platform.]]&lt;br /&gt;
[[File:MW2R SVD (2).jpg|thumb|none|600px|Aiming with the PSO-1 scope.]]&lt;br /&gt;
[[File:MW2R SVD (3).jpg|thumb|none|600px|Reloading. Note the selector correctly set to the fire position.]]&lt;br /&gt;
[[File:MW2R SVD (4).jpg|thumb|none|600px|Rechambering the winterized variant.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun is found in both singleplayer and multiplayer. In singleplayer, it is used by the US Army Rangers, Task Force 141, Shadow Company, and Makarov's terrorists. It is often seen equipped with a heartbeat sensor. In Special Ops, the enemy Juggernauts wield the M240 machine gun. The M240 also can be seen (unusable) mounted on the M1 Abrams tank.&lt;br /&gt;
&lt;br /&gt;
The M240 is depicted with a bottom-mounted 100-round belt box; this is impossible in reality, for several reasons. For one, the M240 does not have an attachment point for an ammo box to attach to on its underside; the M240 is typically issued with belt boxes that are fully separate from the gun, while the US Army issues a soft M240 belt bag that is attached to the side of M240. Secondly, such an attachment point would block the M240's casing ejection port, located on the bottom where the in-game belt box is attached. The in-game belt box itself is an [[M249]] belt box with grooves resembling a [[PKM]] belt box.&lt;br /&gt;
&lt;br /&gt;
The M240 deals the lowest damage out of all the machine guns (despite being chambered for the largest round), but compensates it for having the highest rate of fire in its class. It suffers from substantial recoil, restricting it to short and medium range.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 M240B (1).jpg|thumb|none|600px|Holding the M240. Apparently somebody at Infinity Ward thought it would be a good idea to give the M240 the illegitimate offspring of the M249 and PKM as an ammo box.]]&lt;br /&gt;
[[File:MW2 M240B (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 M240B (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:MW2 M240B (4).jpg|thumb|none|600px|Replacing the belt.]]&lt;br /&gt;
[[File:MW2 M240B (5).jpg|thumb|none|600px|Shutting the feed tray cover.]]&lt;br /&gt;
[[File:MW2-M240.jpg|thumb|none|600px|Inner Circle terrorist Lev with the M240B in the Museum.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The reload animation has been changed to show the charging handle being worked at both the start and end of reloads, and it still uses an incorrect M249-like belt box.&lt;br /&gt;
[[File:MW2R M240 (1).jpg|thumb|none|600px|Allen with his M240B on the airport tarmac.]]&lt;br /&gt;
[[File:MW2R M240 (2).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
[[File:MW2R M240 (3).jpg|thumb|none|600px|Running the charging handle.]]&lt;br /&gt;
[[File:MW2R M240 (4).jpg|thumb|none|600px|Reloading the 240.]]&lt;br /&gt;
[[File:MW2R M240B US Ranger.jpg|thumb|none|600px|A US Army Ranger with a M240B. Note the lack of front sights, which happens when there is any optics equipped on it.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4]] is used by the Russian Military and the Shadow Company in singleplayer. In multiplayer, the MG4 is unlocked at level 16. It possesses a moderately high rate of fire and sub-par damage (which can be buffed with Stopping Power), but is accurate and has low recoil.&lt;br /&gt;
[[File:H&amp;amp;KMG4.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 MG4 (1).jpg|thumb|none|600px|Holding the MG4.]]&lt;br /&gt;
[[File:MW2 MG4 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 MG4 (3).jpg|thumb|none|600px|Pulling the charging handle at the start of the reload; despite the hand animation and the accompanying audio, the charging handle isn't animated and does not move at all from its folded position.]]&lt;br /&gt;
[[File:MW2 MG4 (4).jpg|thumb|none|600px|Placing down a new belt box.]]&lt;br /&gt;
[[File:MW2 MG4 (5).jpg|thumb|none|600px|Shutting the feed tray cover.]]&lt;br /&gt;
[[File:MW2-MG4.jpg|thumb|none|600px|An MG4 sitting on a crate at the Shadow Company base. Note that the pickup icon depicts it with a G36 style carrying handle/scope combo (like the one in [[:File:HKMG4-1.jpg|this image]]), despite it very obviously lacking this attachment in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remaster, the charging handle is unfolded the whole time, and is properly animated when reloading.&lt;br /&gt;
[[File:MW2R MG4 (1).jpg|thumb|none|600px|The MG4 found in the scaffolding area from &amp;quot;The Only Easy Day... Was Yesterday&amp;quot;.]]&lt;br /&gt;
[[File:MW2R MG4 (2).jpg|thumb|none|600px|Aiming the LMG.]]&lt;br /&gt;
[[File:MW2R MG4 (3).jpg|thumb|none|600px|Using the now animated charging handle.]]&lt;br /&gt;
[[File:MW2R MG4 (4).jpg|thumb|none|600px|Placing the new cartridge belt.]]&lt;br /&gt;
[[File:MW2R MG4 (5).jpg|thumb|none|600px|Smacking the top cover closed.]]&lt;br /&gt;
[[File:MW2R MG4 (6).jpg|thumb|none|600px|Right side of the H&amp;amp;K MG4.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1 LSW==&lt;br /&gt;
The [[L86A1|L86A1 Light Support Weapon]] appears as the &amp;quot;L86 LSW&amp;quot;, identified as the A1 by its round charging handle. The weapon is modified with a long L85 handguard, a barrel mounted carrying handle from the M240, and small Picatinny rails on each side of the receiver. The dovetail mount at the top of the receiver is replaced with a strip of Picatinny rails. The weapon uses a Chinese MDG3 120 round drum mag that holds only 100 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
It appears only once throughout the single-player campaign, during the defense of the safehouse in the level &amp;quot;Loose Ends&amp;quot;. It also appears in the Special Ops mission &amp;quot;Estate Takedown&amp;quot;. In multiplayer, it holds the distinction of being the weapon with the highest DPS (damage per second) with Stopping Power in the game. This is offset by obstructive iron sights and high recoil unless a grip is attached.&lt;br /&gt;
&lt;br /&gt;
The killfeed icon of the weapon shows an [[#Enfield L85|L85 with a SUSAT]], likely indicating that the L86 LSW was supposed to be a L85 at one point in development.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|500px|L86A1 Light Support Weapon - 5.56x45mm]]&lt;br /&gt;
[[Image:L85A1.jpg|thumb|none|450px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (1).jpg|thumb|none|600px|Holding the L86 LSW. The bullpup layout with the large drum would mean the shooter would have to &amp;quot;chicken-wing&amp;quot; his arm in order to comfortably hold the weapon.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (2).jpg|thumb|none|600px|The default iron sights of the L86 LSW, which are fictional and for the most part would be very ineffective in real life.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (3).jpg|thumb|none|600px|The L86 with the SUSAT scope; the ACOG attachment is replaced with the British SUSAT scope when used on the LSW.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (4).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (5).jpg|thumb|none|600px|Reloading the L86 LSW. The drum's feed chute is far too short to possibly fit in the gun's magazine well and feed reliably.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (6).jpg|thumb|none|600px|Charging the weapon by pulling on the charging handle; likely for balancing reasons, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In ''Call of Duty: Modern Warfare 2 Campaign Remastered'', the charging handle is appropriately used exclusively when reloading an empty magazine.&lt;br /&gt;
[[File:MW2R L86A1 (1).jpg|thumb|none|600px|Holding the L86 LSW.]]&lt;br /&gt;
[[File:MW2R L86A1 (2).jpg|thumb|none|600px|Aiming down its default iron sights.]]&lt;br /&gt;
[[File:MW2R L86A1 (3).jpg|thumb|none|600px|Holding an L86 equipped with a SUSAT scope.]]&lt;br /&gt;
[[File:MW2R L86A1 (4).jpg|thumb|none|600px|Aiming down the SUSAT.]]&lt;br /&gt;
[[File:MW2R L86A1 (5).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:MW2R L86A1 (6).jpg|thumb|none|600px|Using the charging handle.]]&lt;br /&gt;
[[File:MW2R L86A1 (7).jpg|thumb|none|600px|Inspecting the L86 shows the user pulling out the drum and inspecting it. Despite the increased detail, the feed chute is still much too short to feed or even lock into the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears in singleplayer and multiplayer. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, and some Russian troops; the latter is incorrect, as while the RPD is Russian in origin, it was phased out during the 1960s in favor of the [[PKM]].&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:MW2 RPD (1).jpg|thumb|none|600px|Holding the RPD. Note the same IO Inc SCOP0040 scope mount used with the AK-47, which in this case appears to be chopped in half to accommodate the reloading procedure which involves the opening of the top cover, meaning that the two parts are effectively disconnected.]]&lt;br /&gt;
[[File:MW2-RPD ironsight.jpg|thumb|none|600px|Aiming down the misaligned sights; the front sight is positioned too high.]]&lt;br /&gt;
[[File:MW2 RPD (2).jpg|thumb|none|600px|This is approximately how he sights are supposed to be aligned; such a view can be achieved in-game by looking downwards.]]&lt;br /&gt;
[[File:MW2 RPD (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:MW2 RPD (4).jpg|thumb|none|600px|Reloading the RPD, completely disconnecting the scope mount in the process.]]&lt;br /&gt;
[[File:MW2 RPD (5).jpg|thumb|none|600px|A look at the world model of the RPD equipped with the &amp;quot;grip&amp;quot; attachment, which gives it a wooden foregrip similar to that of the Romanian [[AIM]].]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The RPD now features a side-swinging scope mount (based on airsoft versions of KV-04S combined with Zenit mounts used for the [[PKP Pecheneg]]) that is moved out of the way when reloading. Like in ''Modern Warfare Remastered'', the charging handle is correctly pulled after replacing the belt.&lt;br /&gt;
[[File:MW2R RPD (1).jpg|thumb|none|600px|Roach holds an RPD machine gun.]]&lt;br /&gt;
[[File:MW2R RPD (2).jpg|thumb|none|600px|Aiming shows the sights are still poorly aligned; the charging handle is also perpetually unfolded.]]&lt;br /&gt;
[[File:MW2R RPD (3).jpg|thumb|none|600px|Unlatching the scope mount. The unspent belt rather sneakily drops back into the belt drum during this sequence.]]&lt;br /&gt;
[[File:MW2R RPD (4).jpg|thumb|none|600px|Attaching a new drum of ammo. Note the very rusty and dusty surfaces around the action and drum.]]&lt;br /&gt;
[[File:MW2R RPD (5.5).jpg|thumb|none|600px|Placing the new belt.]]&lt;br /&gt;
[[File:MW2R RPD (5).jpg|thumb|none|600px|Working the RPD's action.]]&lt;br /&gt;
[[File:MW2R RPD (6).jpg|thumb|none|600px|Inspecting the machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
In multiplayer, the &amp;quot;AUG HBAR&amp;quot; LMG takes the form of a correct [[Steyr AUG HBAR]] (Heavy Barrel), in contrast to the singleplayer, where it appears as an AUG A2. It is specifically modeled after the HBAR-T variant used in the designated marksman rifle role, as it has a RIS rail. It is equipped with an unusable bipod, a barrel mounted carrying handle from the M240, a 42-round magazine, and a 24.4&amp;quot; barrel. The weapon strangely lacks the standard AUG foregrip by default, though equipping the Foregrip attachment reattaches it.&lt;br /&gt;
&lt;br /&gt;
The weapon is unlocked at level 32. True to its nature, the AUG HBAR functions more like an assault rifle than an LMG: it has the fastest reload, has good accuracy and high damage, but suffers from recoil at long distances unless a Grip is used and the weapon is burst fired.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|500px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 AUGHBAR (1).jpg|thumb|none|600px|The AUG HBAR-T in multiplayer. The weapon's default iron sights lack the rear sight.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Steyr. Note the odd M240 carry handle, which normally wouldn't be needed as the AUG's integral foregrip is affixed to the barrel and is used to pull it out.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (3).jpg|thumb|none|600px|Having said that, the vertical grip is AWOL by default.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (4).jpg|thumb|none|600px|Reloading the AUG HBAR-T.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (6).jpg|thumb|none|600px|The AUG HBAR-T with its proper foregrip.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12]] is available in the game. It is shown with a custom folding charging handle and custom sights, consisting of a rail mounted rear sight and a flip up front sight. It uses an 8-round box magazine. Using the Extended Magazines attachment in multiplayer beefs up the capacity to 16, though the magazine model remains unchanged; real AA-12 magazine options include 8 round box magazines, or 20 and 32 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by the Russian Military (despite being American in origin) and the Shadow Company. It also appears outside the obstacle course in the first level once the player has run through it once, and a suppressed version with a heartbeat sensor appears in the Spec-Ops mission &amp;quot;Acceptable Losses&amp;quot;. The AA-12 has an absurdly high rate of fire in singleplayer and Spec Ops, at around 650-700 RPM, but fires at a more convincing (but still slightly excessive) 400 RPM in multiplayer.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:MW2 AA12 (1).jpg|thumb|none|600px|Holding an AA-12 shotgun.]]&lt;br /&gt;
[[File:MW2 AA12 (2).jpg|thumb|none|600px|Aiming down the default iron sights.]]&lt;br /&gt;
[[File:MW2 AA12 (3).jpg|thumb|none|600px|Reloading the AA-12. Note the straight feed lips and the custom knurled charging handle.]]&lt;br /&gt;
[[File:MW2 AA12 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The AA-12 in ''Campaign Remastered'' retains the same configuration from the original complete with the same rail mounted sights. It is also shown operating with a closed bolt, which is only the case for a production run of semi-automatic civilian models in 2018-2019. However, it is depicted with the proper AA-12 charging handle instead of the custom folding one shown in the original. It also has the restricted rate of fire of the multiplayer version from MW2.&lt;br /&gt;
[[File:MW2R AA-12 (1).jpg|thumb|none|600px|Pulling the charging handle when picking up the weapon.]]&lt;br /&gt;
[[File:MW2R AA-12 (2).jpg|thumb|none|600px|Holding the AA-12.]]&lt;br /&gt;
[[File:MW2R AA-12 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW2R AA-12 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:MW2R AA-12 (5).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2R AA-12 (6).jpg|thumb|none|600px|Inspecting the AA-12; the user inspects the left side, then pulls back the bolt and checks the chamber.]]&lt;br /&gt;
[[File:MW2R AA-12 (7).jpg|thumb|none|600px|Inspecting an AA-12 customized with a holographic sight.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is found in singleplayer and multiplayer, referred under its US Military designation M1014. It has a olive-green finished barrel and receiver, and a Surefire triple-rail foregrip (like the one installed on the British L128A1) with an unusable under-barrel flashlight. The barrel also appears with a flat sight plane in first person, which is unusual for the M4. The weapon is modeled with a civilian 4-shot magazine tube; like MW1, the M1014 has a 7-round capacity in singleplayer (the capacity of the military version), and has the correct modeled capacity in multiplayer (extended to 6 rounds with Extended Mags).&lt;br /&gt;
&lt;br /&gt;
It is used by the US Military and several Brazilian Militiamen in singleplayer; the player character Roach also starts with one in &amp;quot;Takedown&amp;quot;.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|500px|none|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[File:Railed Benelli M4.jpg|thumb|500px|none|Benelli M4 Super 90 with top rail and railed handguard - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014 (1).jpg|thumb|none|600px|Drawing the M1014. Note the flashlight.]]&lt;br /&gt;
[[File:MW2 M1014 (2).jpg|thumb|none|600px|The M1014 in first-person.]]&lt;br /&gt;
[[File:MW2 M1014 (3).jpg|thumb|none|600px|Aiming down the M1014's ghost ring sights.]]&lt;br /&gt;
[[File:MW2 M1014 (4).jpg|thumb|none|600px|Reloading the M1014. As in MW1, there is no chambering animation when the weapon is emptied, which would make the weapon unable to fire in reality.]]&lt;br /&gt;
[[File:MW2-M1014 3rd.jpg|thumb|none|600px|A Shadow Company soldier holds his M1014 shotgun in the Museum. The 4-shot magazine tube is easily visible here.]]&lt;br /&gt;
[[File:MW2-M1014 unique.jpg|thumb|none|600px|M1014 with arctic camouflage finish in the &amp;quot;Museum&amp;quot;. This is not possible outside of this one level; camouflage patterns cannot normally be applied to weapons which the multiplayer classifies as secondaries, including shotguns.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remastered version, the player character correctly inserts a round in the chamber during empty reloads, and releases the bolt before loading successive shells into the tube.&lt;br /&gt;
[[File:MW2R M1014 (1).jpg|thumb|none|600px|Roach with the Benelli M4 in the remaster. Note the non-standard barrel style.]]&lt;br /&gt;
[[File:MW2R M1014 (2).jpg|thumb|none|600px|Looking through the shotgun's sights.]]&lt;br /&gt;
[[File:MW2R M1014 (3).jpg|thumb|none|600px|Chamber-loading the M1014.]]&lt;br /&gt;
[[File:MW2R M1014 (4).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:MW2R M1014 (5).jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:MW2R M1014 (6).jpg|thumb|none|600px|Inspecting the Benelli.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is found in singleplayer and multiplayer. It is shown with the stock unfolded, and is used in pump-action mode only. In singleplayer, it is used by the Russian Military, Shadow Company, and Task Force 141, usually with no attachments; it's a bit of an odd choice to say the least, as it was never issued by any military force (most of its sales being to police departments, its intended market), and went out of production in the year 2000.&lt;br /&gt;
&lt;br /&gt;
Weirdly, the bolt is animated to cycle as the shotgun is fired (visible when aiming down sights), rather than when the player character works the pump after the shot. In singleplayer, fired shells can be seen ejecting when the gun cycles, but no shells are seen ejected in multiplayer.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:MW2 SPAS (1).jpg|thumb|none|600px|Drawing the SPAS-12. No, the player character doesn't have their arm shoved through the middle of the stock; some of the game's hand and arm models have oversized features that clip through certain weapons, creating illusions and issues like this. One also has to wonder why it wasn't being stored with the stock folded...]]&lt;br /&gt;
[[File:MW2 SPAS (2).jpg|thumb|none|600px|Idling with the SPAS-12. Note the rail bolted to the top of the receiver.]]&lt;br /&gt;
[[File:MW2 SPAS (3).jpg|thumb|none|600px|Aiming through the weapon's simple ghost-ring iron sights.]]&lt;br /&gt;
[[File:MW2 SPAS (4).jpg|thumb|none|600px|Pumping the shotgun after firing. Note the shut bolt; despite cycling when the weapon is fired, this doesn't move when the pump is worked. This makes the fact that the weapon is flipped over every time the action is cycled all the more bizarre, since all this really does is draw attention to the issue.]]&lt;br /&gt;
[[File:MW2 SPAS (5).jpg|thumb|none|600px|Reloading the SPAS-12, round by round. As in most games, this is done incorrectly; since the SPAS's bolt release (which is on the left side of the receiver) is also its carrier latch, it has to be held down in order to load in shells. The bolt release is also textured on the right side of the receiver due to the model being mirrored; the magazine catch, which is a differently shaped button that ''should'' be present on the right side of the receiver, is not modeled.]]&lt;br /&gt;
[[File:MW2 SPAS (6).jpg|thumb|none|600px|As is COD tradition, a pump is always required after the reload finishes, regardless if it is necessary, logical, or even if it actually does anything to the bolt. The flat object sticking out of the bottom of the receiver is the safety lever; the in-game SPAS is based off of the earlier FIE-imported models, with an 8-round magazine and a lever-type safety that had a tendency to be anything but (often failing to engage, and sometimes firing the shotgun when disengaged).]]&lt;br /&gt;
[[File:MW2-SPAS 3rd.jpg|thumb|none|600px|A soldier with a SPAS-12 shotgun in the Museum level. His trigger discipline is admirable, though one has to wonder why he's giving the rear sight such a wide berth.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In ''Modern Warfare 2 Campaign Remastered'', the reloading process is done correctly. The SPAS-12 is upended with the off-hand holding down the bolt release button to allow the shells to be loaded into the tube (an extremely rare sight in video games featuring this weapon). The pumping handle is not racked during partial reloads, and on empty reloads the character inserts the first shell in the chamber before loading the remaining ones in the tube. The bolt's movement and shell ejection are also now properly linked to the pump's animation rather than triggering immediately on firing.&lt;br /&gt;
[[File:MW2R SPAS-12 (1).jpg|thumb|none|600px|Holding the SPAS-12 taken from the hapless sentry at the start of &amp;quot;The Only Easy Day... Was Yesterday&amp;quot;.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (2).jpg|thumb|none|600px|Looking down the SPAS's sights.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (3).jpg|thumb|none|600px|Working the shotgun's action.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (4).jpg|thumb|none|600px|Chamberloading the SPAS-12.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (5).jpg|thumb|none|600px|Loading the tube magazine with the loading gate easily accessible. Unfortunately the safety wasn't remastered, and is still of the lever style.]]&lt;br /&gt;
[[File:MW2R SPAS-12 (6).jpg|thumb|none|600px|Inspecting the SPAS-12. As with the original, it looks fairly worn and greased-stained, fitting in this particular location.]]&lt;br /&gt;
&lt;br /&gt;
==Sears Ranger==&lt;br /&gt;
A sawed-off Sears Ranger is featured in the game. The weapon cannot aim down sights. It can be dual-wielded to make up for its 2-round capacity. It can fire both barrels at the same time; note that while the in-game model appropriately has two triggers, the Create-a-Class icon has only one. In singleplayer, it is used by some Brazilian Militiamen. The Ranger is shown being able to eject the spent shells when reloaded instead of having to dump them out manually.&lt;br /&gt;
[[File:Remington SBS.jpg|400px|thumb|none|Sawed off double barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:MW2 Ranger (1).jpg|thumb|none|600px|Holding the Ranger shotgun, not to be confused with the actual US Army Rangers found in MW2.]]&lt;br /&gt;
[[File:MW2 Ranger (2).jpg|thumb|none|600px|Ejecting the fired shells...]]&lt;br /&gt;
[[File:MW2 Ranger (3).jpg|thumb|none|600px|... and loading in two new shells one by one.]]&lt;br /&gt;
[[File:MW2 Ranger (4).jpg|thumb|none|600px|Akimbo Rangers in first person. Sadly, one can't let off a quad-blast of simultaneous buckshot, as the button for the second barrel is used for the second Ranger instead.]]&lt;br /&gt;
[[File:MW2 Ranger (5).jpg|thumb|none|600px|Ejecting four shells.]]&lt;br /&gt;
[[File:MW2 Ranger (6).jpg|thumb|none|600px|Closing both shotguns after giving them the good-ol offscreen reload treatment.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Ranger (1).jpg|thumb|none|600px|Picking up the Ranger results in Roach quickly loading in two shells.]]&lt;br /&gt;
[[File:MW2R Ranger (2).jpg|thumb|none|600px|The single Ranger in idle.]]&lt;br /&gt;
[[File:MW2R Ranger (3).jpg|thumb|none|600px|Ejecting two unfired shells.]]&lt;br /&gt;
[[File:MW2R Ranger (4).jpg|thumb|none|600px|Loading in two more.]]&lt;br /&gt;
[[File:MW2R Ranger (5).jpg|thumb|none|600px|Dual-wielding Sears Rangers.]]&lt;br /&gt;
[[File:MW2R Ranger2 (6).jpg|thumb|none|600px|Dumping shells out of the Rangers while the rest of the task force comes back down the hill to gawk at Roach.]]&lt;br /&gt;
[[File:MW2R Ranger (7).jpg|thumb|none|600px|Viewing the two sawed-off shotguns.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12 / Armsel Protecta Hybrid==&lt;br /&gt;
The [[Sentinel Arms Striker-12]] (referred to as the &amp;quot;Striker&amp;quot;) is a shotgun in the game, using a roughly 12&amp;quot; barrel. The weapon is hybridized with the large shell deflector and the automatic ejection capabilities of the [[Armsel Protecta]]; later models of the Striker-12 do indeed have these Protecta features, but they also have a rear drum advance lever, which the in-game model lacks. Beyond that, the in-game model is odd in a few more ways: the winding key is modeled as a weird spike (likely modeled after a particular gun where the winding key is stripped down to just its post), while the muzzle is modeled with a strange protrusion.&lt;br /&gt;
&lt;br /&gt;
The reload animation depicts the thumb tab to the right of the drum as a drum advance lever, turning the drum whenever it is pressed; there is no evidence that the thumb tab can be used as a drum advance lever in reality, and the Striker-12 manual describes the tab to be a button used to open or close the ejection port. It should also be noted that ''Modern Warfare 2'' is one of the first video games to depict the ejection port button being used as a drum advance lever, and very likely influenced later games to ''also'' depict the ejection port button as a drum advance lever.&lt;br /&gt;
&lt;br /&gt;
Possibly to offset its large magazine, the Striker reloads slowly and has lower damage per shot than the other shotguns, requiring 2-3 hits to kill without Stopping Power.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12FullLength.jpg |thumb|none|500px|Sentinel Arms Striker-12 civilian-legal 18&amp;quot; barrel with top folding stock - 12 gauge]]&lt;br /&gt;
[[File:Protecta.jpg|thumb|none|500px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW2 Protecta (1).jpg|thumb|none|600px|Drawing the Striker.]]&lt;br /&gt;
[[File:MW2 Protecta (2).jpg|thumb|none|600px|Holding the Striker and ready to fire.]]&lt;br /&gt;
[[File:MW2 Protecta (3).jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[File:MW2 Protecta (4).jpg|thumb|none|600px|Reloading; the player character inserts a new shell into the drum...]]&lt;br /&gt;
[[File:MW2 Protecta (5).jpg|thumb|none|600px|... and presses the &amp;quot;drum advancing thumb tab&amp;quot; to index to the next position, before loading another round. The animation shows the shell visibly moving counterclockwise; the shell should've rotated clockwise if the ejection port button really was a drum advance lever, as the Striker's unwounding clockwork mechanism only turns the drum clockwise.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Striker (1).jpg|thumb|none|600px|Roach with a Striker on &amp;quot;Loose Ends&amp;quot;.]]&lt;br /&gt;
[[File:MW2R Striker (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:MW2R Striker (3).jpg|thumb|none|600px|Reloading, the character now grasps the Striker by its drum.]]&lt;br /&gt;
[[File:MW2R Striker (4).jpg|thumb|none|600px|Tabbing the same lever mentioned above.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in singleplayer and multiplayer. It is modeled after the custom 1887 used by [[Arnold Schwarzenegger]] in ''[[Terminator 2: Judgment Day]]'', featuring a shortened barrel, no stock, no trigger guard, and an enlarged lever loop. The 1887 can be dual-wielded; when akimbo, the weapons are flip-cocked as in ''Terminator 2''.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by some Brazilian Militia members. In multiplayer, the 1887 used to have the highest effective range of all shotguns, and its sole &amp;quot;attachment&amp;quot; is Akimbo. As shotguns are largely hipfired anyway, dual wielding the 1887's basically doubled the damage without downsides, making them notorious in the community before a patch decreased their Akimbo range to be more comparable to the dual Rangers. Another patch also slightly decreased the single 1887's range, leaving it outclassed by the SPAS-12 in pretty much all aspects.&lt;br /&gt;
[[File:Win1887shotgunT2.jpg|thumb|none|400px|The sawed-off Winchester 1887 with large-lever loop used by [[Arnold Schwarzenegger]] as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.]]&lt;br /&gt;
[[File:MW2 1887 (1).jpg|thumb|none|600px|Equipping the Winchester 1887 with a cycling of the action.]]&lt;br /&gt;
[[File:MW2 1887 (2).jpg|thumb|none|600px|The 1887 in idle.]]&lt;br /&gt;
[[File:MW2 1887 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW2 1887 (4).jpg|thumb|none|600px|Ejecting a shell at the start of the reload, which is interestingly enough, blue, just like in T2.]]&lt;br /&gt;
[[File:MW2 1887 (5).jpg|thumb|none|600px|Shutting the action closed at the end. The reload erroneously shows every shell being placed into the barrel rather than the magazine tube, even though the cycling animation correctly showing the shells inside the magazine tube.]]&lt;br /&gt;
[[File:MW2 1887 (7).jpg|thumb|none|600px|Dual-wielding the Winchesters in an ascended form of forsaking sensible armament.]]&lt;br /&gt;
[[File:MW2 1887 (6).jpg|thumb|none|600px|Flip-cocking, the right shotgun is not aligned properly though.]]&lt;br /&gt;
[[File:MW2-1887.jpg|thumb|none|600px|A Winchester Model 1887 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remaster correctly involves loading the shells into the magazine tube, with only the first shell being inserted into the barrel during empty reloads. The weapon is now flip-cocked at the end of every reload (even when not dual-wielded).&lt;br /&gt;
[[File:M1887 Airsoft.jpg|thumb|none|400px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge]]&lt;br /&gt;
[[File:MW2R 1887 (1).jpg|thumb|none|600px|The M1887 on &amp;quot;The Hornet's Nest&amp;quot;.]]&lt;br /&gt;
[[File:MW2R 1887 (2).jpg|thumb|none|600px|Iron sights of the Winchester.]]&lt;br /&gt;
[[File:MW2R 1887 (3).jpg|thumb|none|600px|Cycling the lever action. The markings on the shells indicate that this is a 12 gauge variant.]]&lt;br /&gt;
[[File:MW2R 1887 (4).jpg|thumb|none|600px|On non-empty reloads, the chambered shell only extracts very little; it gets rechambered as the first new shell is loaded.]]&lt;br /&gt;
[[File:MW2R 1887 (5).jpg|thumb|none|600px|About to load the barrel from empty, note the follower.]]&lt;br /&gt;
[[File:MW2R 1887 (6).jpg|thumb|none|600px|Flip-chambering the 1887 at the end of the reload. Note how in the remastered, the weapon doesn't have the enlarged lever loop required for this, and as such the player character would be likely to break their fingers.]]&lt;br /&gt;
[[File:MW2R 1887 (7).jpg|thumb|none|600px|Inspecting the name on the side of the Winchester.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1200==&lt;br /&gt;
The [[Winchester 1200]] shotgun from MW1 was seen in the hands of Russian Internal Troops in the game's trailer; it was apparently a placeholder, as in the final game it is only featured in the &amp;quot;Museum&amp;quot; bonus level.&lt;br /&gt;
[[File:WinM1200B.jpg|thumb|none|500px|A heavily modified Winchester 1200, like the one in the game - 12 gauge]]&lt;br /&gt;
[[File:MW2 W1200 (1).jpg|thumb|none|600px|The Winchester 1200 as seen in game.]]&lt;br /&gt;
[[File:MW2 W1200 (2).jpg|thumb|none|600px|The iron sights of the Winchester 1200.]]&lt;br /&gt;
[[File:MW2 W1200 (3).jpg|thumb|none|600px|Reloading the W1200.]]&lt;br /&gt;
[[File:MW2 W1200 (4).jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[File:MW2-Winchester.jpg|thumb|none|600px|A soldier with the Winchester 1200 in the Museum bonus level.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
As with other shell-by-shell loading shotguns, the Winchester 1200's empty reload involves chambering a round first then loading the rest of the shells, and the pumping handle is not operated during a partial reload.&lt;br /&gt;
[[File:MW2R W1200 (1).jpg|thumb|none|600px|Picking up the Winchester 1200 in the Museum.]]&lt;br /&gt;
[[File:MW2R W1200 (2).jpg|thumb|none|600px|Holding the W1200.]]&lt;br /&gt;
[[File:MW2R W1200 (3).jpg|thumb|none|600px|The weapon's iron sights.]]&lt;br /&gt;
[[File:MW2R W1200 (4).jpg|thumb|none|600px|Firing the shotgun and pumping the handle.]]&lt;br /&gt;
[[File:MW2R W1200 (5).jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:MW2R W1200 (6).jpg|thumb|none|600px|Inserting the rest of the shells.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Saab Bofors Dynamics M136 AT4 ==&lt;br /&gt;
The [[M136 AT4]] appears in the game. The multiplayer version incorrectly fires guided rounds, and is referred to as &amp;quot;AT4-HS&amp;quot;. &amp;quot;HS&amp;quot; most likely is abbreviated for &amp;quot;Heat-Seeking&amp;quot; and is also how it was able to guide its way to a moving aircraft but can still be counter measured by flares. The game also shows it as reloadable, seen when using it in multiplayer with the Scavenger perk.&lt;br /&gt;
[[File:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 Anti-Tank rocket launcher - 84mm]]&lt;br /&gt;
[[File:MW2 AT4 (1).jpg|thumb|none|600px|Drawing the M136 AT4 by popping out the rear sight, then disengaging the safety.]]&lt;br /&gt;
[[File:MW2 AT4 (2).jpg|thumb|none|600px|The AT4 in idle.]]&lt;br /&gt;
[[File:MW2 AT4 (3).jpg|thumb|none|600px|Aiming down the launchers apparently smart sights.]]&lt;br /&gt;
[[File:MW2-AT4.jpg|thumb|none|600px|An AT4 in the game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R AT4 (1).jpg|thumb|none|600px|Opening the AT4's rear sight.]]&lt;br /&gt;
[[File:MW2R AT4 (2).jpg|thumb|none|600px|Holding the AT4 on the oilrig.]]&lt;br /&gt;
[[File:MW2R AT4 (3).jpg|thumb|none|600px|Sighting in an AH-6 Little Bird that the Ultranationalists have for some reason.]]&lt;br /&gt;
[[File:MW2R AT4 (4).jpg|thumb|none|600px|Inspecting the M136 AT4.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] appears as the &amp;quot;Thumper&amp;quot; in the game, and can be found in &amp;quot;The Hornet's Nest&amp;quot; and in some Spec Ops missions. It is available as a secondary weapon in multiplayer. In the former two gamemodes, it can be hipfired, but attempting to do so in MP will bring the sights into picture and fire the shot, similar to the RPG or AT4.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MW2 M79 (1).jpg|thumb|none|600px|The M79 &amp;quot;Thumper&amp;quot; on the multiplayer map &amp;quot;Wasteland&amp;quot;.]]&lt;br /&gt;
[[File:MW2 M79 (2).jpg|thumb|none|600px|Aiming down the leaf sight.]]&lt;br /&gt;
[[File:MW2 M79 (3).jpg|thumb|none|600px|Thumbing open the breech.]]&lt;br /&gt;
[[File:MW2 M79 (4).jpg|thumb|none|600px|Tossing aside the spent 40mm casing.]]&lt;br /&gt;
[[File:MW2 M79 (5).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M79 (1).jpg|thumb|none|600px|Acquiring the M79 now shows the leaf sight getting unfolded.]]&lt;br /&gt;
[[File:MW2R M79 (2).jpg|thumb|none|600px|Roach with a M79.]]&lt;br /&gt;
[[File:MW2R M79 (3).jpg|thumb|none|600px|Aiming the &amp;quot;Thumper&amp;quot;.]]&lt;br /&gt;
[[File:MW2R M79 (4).jpg|thumb|none|600px|Inspecting the loaded 40mm grenade.]]&lt;br /&gt;
[[File:MW2R M79 (5).jpg|thumb|none|600px|The spent shell is now auto-ejected during the reload.]]&lt;br /&gt;
[[File:MW2R M79 (6).jpg|thumb|none|600px|Loading in a new shell.]]&lt;br /&gt;
[[File:MW2R M79 (7).jpg|thumb|none|600px|Inspecting after firing the last shot shows the spent casing.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] can be found in the levels &amp;quot;Wolverines!&amp;quot; and &amp;quot;The Only Easy Day... Was Yesterday&amp;quot; in singleplayer, and is unlockable in multiplayer. The weapon can only be fired when locked onto helicopters or aircraft. It lacks the folding IFF (Identification, Friend or Foe) antenna on the right side of the weapon, however this is not actually required to lock on to a target and fire the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|500px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[File:MW2 Stinger (1).jpg|thumb|none|600px|Initially equipping the FIM-92 by flipping out the sight.]]&lt;br /&gt;
[[File:MW2 Stinger (2).jpg|thumb|none|600px|The Stinger in idle.]]&lt;br /&gt;
[[File:MW2 Stinger (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Stinger (1).jpg|thumb|none|600px|Ramirez readies the Stinger.]]&lt;br /&gt;
[[File:MW2R Stinger (2).jpg|thumb|none|600px|Ramirez holds the Stinger and sees his target.]]&lt;br /&gt;
[[File:MW2R Stinger (3).jpg|thumb|none|600px|The Stinger locks on.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] launcher is another available launcher for use in the game. While the multiplayer version is limited to one rocket in reserve (with the Scavenger perk), the singleplayer version has much more ammo. It is seen being used by the Russians, who seemingly appropriated them from military stockpiles upon invading US soil. The in-game Javelin has the erroneous ability to lock onto areas on the ground (not targets on the ground, but static objects or terrain), enabling it to function like a high-tech mortar.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:MW2 FGM-148 (1).jpg|thumb|none|600px|Equipping the FGM-148.]]&lt;br /&gt;
[[File:MW2 FGM-148 (2).jpg|thumb|none|600px|The Javelin in idle.]]&lt;br /&gt;
[[File:MW2 FGM-148 (3).jpg|thumb|none|600px|Acquiring a lock on dastardly shipping crates.]]&lt;br /&gt;
[[File:MW2 FGM-148 (4).jpg|thumb|none|600px|The CLU view when locked-on.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R FGM-148 (1).jpg|thumb|none|600px|Taking off the muzzle cover of a FGM-148 in the Museum.]]&lt;br /&gt;
[[File:MW2R FGM-148 (2).jpg|thumb|none|600px|The Javelin in the remaster.]]&lt;br /&gt;
[[File:MW2R FGM-148 (3).jpg|thumb|none|600px|Inspecting the CLU.]]&lt;br /&gt;
[[File:MW2R FGM-148 (4).jpg|thumb|none|600px|Using the FGM-148 in the crow's nest from &amp;quot;Of Their Own Accord.&amp;quot;]]&lt;br /&gt;
[[File:MW2R FGM-148 (5).jpg|thumb|none|600px|The nigh vision view through the sight.]]&lt;br /&gt;
[[File:MW2R FGM-148 (6).jpg|thumb|none|600px|Sgt. Foley using the FGM-148 in the appropriate sitting position.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is a launcher in both singleplayer and multiplayer. In singleplayer, it is used by all enemy forces. Like MW1, it is a powerful weapon, but is atrociously inaccurate at long ranges, apparently because the rocket's stabilizing fins do not deploy and as a result cause the rocket to fly erratically.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW2 RPG7 (1).jpg|thumb|none|600px|The RPG-7 in multiplayer.]]&lt;br /&gt;
[[File:MW2 RPG7 (2).jpg|thumb|none|600px|Aiming the RPG.]]&lt;br /&gt;
[[File:MW2 RPG7 (3).jpg|thumb|none|600px|Reloading another warhead.]]&lt;br /&gt;
[[File:Rpg-7_2.png|thumb|none|600px|A Middle East Insurgent with RPG-7 in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R RPG-7 (1).jpg|thumb|none|600px|The RPG-7 has a new acquiring animation where the player character flips up the rear sight.]]&lt;br /&gt;
[[File:MW2R RPG-7 (2).jpg|thumb|none|600px|The RPG in &amp;quot;Wolverines!&amp;quot;]]&lt;br /&gt;
[[File:MW2R RPG-7 (3).jpg|thumb|none|600px|Using the sights.]]&lt;br /&gt;
[[File:MW2R RPG-7 (4).jpg|thumb|none|600px|Pulling up another rocket-propelled grenade.]]&lt;br /&gt;
[[File:MW2R RPG-7 (5).jpg|thumb|none|600px|Inspecting the launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==M203 Grenade Launcher (Airsoft)==&lt;br /&gt;
The airsoft model of the [[M203 grenade launcher]], distinguishable by its distinctive RIS mount and lack of a trigger guard, returns from ''[[Call of Duty 4: Modern Warfare]]'' as the standard grenade launcher for every assault rifle except the [[AK-47]]. It features a new firing sound, and unlike in the multiplayer of the previous installment, the M203 does not prevent the use of Perk 1. The single-player mission &amp;quot;Team Player&amp;quot; is the first time the player gets to use the M203, attached to an [[M4A1]].&lt;br /&gt;
&lt;br /&gt;
Like MW1, a full 40mm grenade stands in for the grenade's casing during the reload animation). However, the M79 grenade launcher's reload animation does show an independent grenade casing model existing in-game, meaning that the M203's reload animation is recycled entirely from MW1.&lt;br /&gt;
[[File:G%26P_M203.jpg|thumb|none|400px|'''Airsoft''' M203 made by G&amp;amp;P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.]]&lt;br /&gt;
[[File:MW2 M203 (1).jpg|thumb|none|600px|The M203 slung under the M16.]]&lt;br /&gt;
[[File:MW2 M203 (2).jpg|thumb|none|600px|Dropping out the spent shell.]]&lt;br /&gt;
[[File:MW2 M203 (3).jpg|thumb|none|600px|Reloading another.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The launcher is still modeled after an airsoft version, presumably reusing the same model from ''Call of Duty: Modern Warfare Remastered''. Like in the previous remaster, the round being ejected while reloading is a proper spent casing.&lt;br /&gt;
[[File:MW2R M203 (1).jpg|thumb|none|600px|Using the M203 mounted on a SCAR-H.]]&lt;br /&gt;
[[File:MW2R M203 (2).jpg|thumb|none|600px|Reloading the launcher.]]&lt;br /&gt;
[[File:MW2R M203 (3).jpg|thumb|none|600px|A view of the M203.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] shotgun is frequently seen mounted to rifles as an underslung shotgun like the M203. It is mostly attached to the FN FAL or SCAR-H assault rifles, but is sometimes seen on other weapons. The shotgun carries an impossible 7 shells in singleplayer, and a more-realistic-but-still-one-extra 4 shells in multiplayer. In multiplayer, it is unlocked for assault rifles after 20 grenade launcher kills.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|450px|KAC Masterkey shotgun - 12 Gauge]]&lt;br /&gt;
[[File:MW2 Masterkey (1).jpg|thumb|none|600px|Working the Masterkey's pump in the necessary action movie style whenever opting to use it. Doing so would realistically eject a perfectly good shell. Switching to the Masterkey while sprinting or from a secondary weapon does not pump the shotgun.]]&lt;br /&gt;
[[File:MW2 Masterkey (2).jpg|thumb|none|600px|As to how it shoots straight while being aimed high is another matter.]]&lt;br /&gt;
[[File:MW2 Masterkey (3).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]&lt;br /&gt;
[[File:MW2 Masterkey (4).jpg|thumb|none|600px|A good view of the device shown from the start of the FAL's reload.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The 7-round capacity from the original singleplayer has been decreased to the technically achievable 4 round in ''Modern Warfare 2 Campaign Remastered''. Sadly however, the Masterkey didn't receive the appropriate difference in partial/empty reload process as with other shotguns, plus it is still pumped when switching to it, and the player character still grasps the pistol grip of their main rifle rather than operating the actual trigger of the Masterkey.&lt;br /&gt;
[[File:MW2R Masterkey (1).jpg|thumb|none|600px|Ramirez holds a Masterkey mounted on an AK.]]&lt;br /&gt;
[[File:MW2R Masterkey (2).jpg|thumb|none|600px|Firing the Masterkey.]]&lt;br /&gt;
[[File:MW2R Masterkey (3).jpg|thumb|none|600px|Reloading the Masterkey.]]&lt;br /&gt;
[[File:MW2R Masterkey (4).jpg|thumb|none|600px|Roach inspects a Masterkey mounted on a FAL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
The [[GP-30]] grenade launcher, incorrectly called the GP-25, is sometimes seen mounted on the [[AK-47]]s in-game. Like in ''Call of Duty 4'', a western 40mm grenade stands in for the Russian VOG-25 40mm grenade, and the player is incorrectly shown flicking the launcher downwards to eject a spent grenade casing upon firing the weapon, even though the real VOG-25 grenades are caseless; a full western 40mm grenade stands in for said spent grenade casing.&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MW2 GP30 (1).jpg|thumb|none|600px|The GP-30 in use.]]&lt;br /&gt;
[[File:MW2 GP30 (2).jpg|thumb|none|600px|Dumping out an entirely incorrect cartridge from the launcher.]]&lt;br /&gt;
[[File:MW2 GP30 (3).jpg|thumb|none|600px|Inserting another one for inexplicable reasons.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R GP-25 (1).jpg|thumb|none|600px|Inspecting an &amp;quot;AK-47 Grenadier&amp;quot;.]]&lt;br /&gt;
[[File:MW2R GP-25 (2).jpg|thumb|none|600px|The grenade launcher in use.]]&lt;br /&gt;
[[File:MW2R GP-25 (3).jpg|thumb|none|600px|Reloading. Like in ''Modern Warfare Remastered'', the launcher is no longer flicked, and a proper VOG-25 grenade is used.]]&lt;br /&gt;
[[File:MW2R GP-25 (4).jpg|thumb|none|600px|However, still like in ''MWR'', the player character unnecessarily flicks the safety lever after loading the launcher. The lever itself does not move and remains set to the &amp;quot;ОГ&amp;quot; fire position.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades/Explosives=&lt;br /&gt;
==M83 Smoke Grenade==&lt;br /&gt;
The [[M83 smoke grenade]] is the standard smoke grenade that can be used in the game; like COD4, they feature incorrect [[M18 smoke grenade]] textures, and may even be the exact same model. Colored versions are used to mark killstreak drop locations for some multiplayer killstreaks.&lt;br /&gt;
&lt;br /&gt;
[[File:m87.JPG|thumb|none|150px|M83 smoke grenade]]&lt;br /&gt;
[[File:MW2 M18 (2).jpg|thumb|none|600px|Preparing to throw a smoke grenade.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M83.jpg|thumb|none|600px|Grasping the ''Remastered'' M83 Smoke Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Smoke Grenade==&lt;br /&gt;
[[File:MW2 M18 (1).jpg|thumb|none|600px|Unidentified grenades on the vest of an Ultranationalist.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] returns as the standard hand grenade for all factions.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW2 M67 crate.jpg|thumb|none|600px|A crate full of M67 frags in S.S.D.D.'s &amp;quot;Pull The Trigger 101&amp;quot; class.]]&lt;br /&gt;
[[File:MW2 M67 (1).jpg|thumb|none|600px|An Ultranationalist soldier about to throw a M67 grenade.]]&lt;br /&gt;
[[File:MW2 M67 pickup.jpg|thumb|none|600px|Enemies and friendlies sometimes drop bags of M67 Grenades upon death which the player can then resupply from. (Though despite being modeled as full of grenades they only resupply one each.)]]&lt;br /&gt;
[[File:MW2 M67 Ru.jpg|thumb|none|600px|A Russian Soldier with M67 Grenades on his belt.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M67 1.jpg|thumb|none|600px|In the remastered edition of S.S.D.D. during his &amp;quot;Pull the Trigger 101&amp;quot; class, Sergeant Foley picks up and shows off an M67 grenade, before pushing the box to PFC. Allen.]]&lt;br /&gt;
[[File:MW2R M67 2.jpg|thumb|none|600px|Allen picks up some Grenades from the box...]]&lt;br /&gt;
[[File:MW2R M67 3.jpg|thumb|none|600px|...then throws one down range. Note the pin clipping through his finger.]]&lt;br /&gt;
[[File:MW2R M67 pickup.jpg|thumb|none|600px|Like the original game, enemies and friendlies will drop bags of grenades upon death for you to resupply if your own grenade ammo has depleted.]]&lt;br /&gt;
[[File:MW2R M67 RU.jpeg|thumb|none|600px|A Russian Soldier with M67 Grenades on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
[[M84 stun grenade]]s returns as the Flashbang and Stun Grenades. Flashbangs have a green stripe, while Stun Grenades have a red stripe.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW2 M84.jpg|thumb|none|600px|Note that the character is only pulling the top pin and the lever is clipping into his hand.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The deployable [[Claymore]] is usable by the player, again depicted with the fictional laser tripwire detonators instead of being command detonation.&lt;br /&gt;
&lt;br /&gt;
[[File:M18A1.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch]]&lt;br /&gt;
[[File:MW2-Claymore.jpg|thumb|none|600px|The player character places a Claymore mine.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M18A1 (1).jpg|thumb|none|600px|A M18A1 Claymore mine taken from the stack on the roof of Nate's.]]&lt;br /&gt;
[[File:MW2R M18A1 (2).jpg|thumb|none|600px|Looking at the front of the mine.]]&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
The C4 from ''Call of Duty 4'' returns in ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
Much like in ''Call of Duty 4'', the C4's Clacker is bizarrely used to call in some of the killstreaks, as if it was a radio, though other more sensible communication devices like colored smoke and rugged laptops are now present and used for other killstreaks.&lt;br /&gt;
&lt;br /&gt;
==Fictional Bounding Mine==&lt;br /&gt;
The bounding mines featured in the mission &amp;quot;Loose Ends&amp;quot; resemble closely the fictional bounding mines seen in the Guantanamo scene from ''[[Bad_Boys_II#Fictional_Bounding_Mine|Bad Boys II]]''.&lt;br /&gt;
[[File:MW2 Boundingmine.jpg|thumb|none|600px|Fortunately for Roach, time slows down whenever he triggers one of these.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Boundingmine.jpg|thumb|none|600px|The same sequence in the remaster.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
In singleplayer, the [[General Dynamics GAU-17/A]], the first time the player gets to use the Minigun is in the level &amp;quot;Team Player&amp;quot;, where it is mounted on M1026 HMMWVs; in this mission, it strangely fires in a circular spread. In the missions &amp;quot;Wolverines!&amp;quot; and &amp;quot;Exodus&amp;quot;, the Minigun is used for the (fictional) M5 Sentry Gun emplacement, operated by both U.S. Army Rangers and Russian airborne infantry units, and available as a kill streak in multiplayer. In &amp;quot;Loose Ends&amp;quot;, dismantled Miniguns can be found in Makarov's safehouse, and can later can be seen mounted on Shadow Company SUVs.&lt;br /&gt;
&lt;br /&gt;
In a few multiplayer maps, Miniguns can be found mounted on objects, similarly to the [[M249]]s in [[Call of Duty 4: Modern Warfare|the first ''Modern Warfare]]''.&lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:232.png|thumb|none|600px|PFC Joseph Allen mans a Humvee-mounted Minigun in the mission &amp;quot;Team Player&amp;quot; while waiting for an F-15C Eagle to perform an air strike on an enemy-occupied building. It would be more accurate for Humvees to mount a [[Browning M2HB]], though as the saying goes, there's no kill like overkill. Note that the Rangers are filming the air strike with their cell phones and video cameras.]]&lt;br /&gt;
[[File:MW2 screen 17-1255733026.jpg|thumb|none|600px|Side view of the Humvee-mounted Minigun. Note that all of the HMMWVs in-game are painted in a camouflage pattern, similar to some of the HMMWVs in ''[[Generation Kill]]''.]]&lt;br /&gt;
[[File:MW2-Sentry.jpg|thumb|none|600px|An M5 Sentry Gun in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The truck-mounted Miniguns in &amp;quot;Team Player&amp;quot; now fire in a more realistic, non pepperbox-like pattern.&lt;br /&gt;
[[File:MW2R M5 Sentry.jpg|thumb|none|600px|The remastered &amp;quot;M5 Sentry Gun&amp;quot;.]]&lt;br /&gt;
[[File:MW2R GAU-17A (1).jpg|thumb|none|600px|Ramirez overlooks the rubble at the Washington Monument evac site during the UH-60 ride at the end of &amp;quot;Of Their Own Accord&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
In the remastered version, A-10 Thunderbolt II airplanes can be seen on the airfield at Firebase Phoenix, armed with [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:MW2R GAU-8.jpg|thumb|none|600px|Allen observes the nose of one of the A-10s and some Army personnel guarding the aircraft.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M134 Minigun==&lt;br /&gt;
AH-6 &amp;quot;Little Bird&amp;quot; helicopters are equipped with [[GE M134 Minigun]]s.&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 M136 AH-6.jpg|thumb|none|600px|An M134 Minigun under the wing of an AH-6 &amp;quot;Little Bird&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1W Super Cobras seen at the aircraft boneyard in &amp;quot;The Enemy of My Enemy&amp;quot; and in multiplayer. The Harrier jumpjets also inaccurately sport the very same gun pod from the Cobras in multiplayer in order to fulfill the fictional (for a Harrier) function of hovering over an area and providing fire support.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-12/U==&lt;br /&gt;
A [[General Electric GAU-12/U|GAU-12/U]] is mounted on AC-130 gunships, alongside the [[Bofors 40mm]] and M102 Howitzer.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|350px|GE GAU-12/U five-barrel cannon - 25mm.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on AC-130 gunships, alongside the GAU-12/U and M102 Howitzer.&lt;br /&gt;
&lt;br /&gt;
[[File:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The M102 105mm howitzer is mounted on AC-130 gunships, alongside the GAU-12/U and 40mm Bofors.&lt;br /&gt;
&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun|M242 Bushmaster Chaingun]] are present on M2 Bradley Infantry Fighting Vehicles used by the US Army. &lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[File:MW2 M242.jpg|thumb|none|600px|A M2 Bradley seen at the end of &amp;quot;Wolverines!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M242.jpg|thumb|none|600px|Note the incorrect &amp;quot;USMC&amp;quot; markings, as Marines do not use the Bradley.]]&lt;br /&gt;
&lt;br /&gt;
==Mark 19 Mod 3 Automatic Grenade Launcher==&lt;br /&gt;
A dismantled [[Mk 19 grenade launcher|Mark 19 Mod 3]] is seen on the ground next to a Humvee under repair in &amp;quot;S.S.D.D.&amp;quot;. This is its sole appearance in the entire game, and it is never used.&lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|500px|none|Mk 19 grenade launcher in vehicle mounting - 40x53mm.]]&lt;br /&gt;
[[File:MK19gl-MW2.jpg|thumb|none|600px|A loaded(!) Mk. 19 on the ground next to a Humvee.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Mk19.jpg|thumb|none|600px|The remastered Mk. 19, still liable for someone to get chewed-out by a senior NCO a decade later.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
One usable [[Browning M2]] is found mounted on a Brazilian technical truck in &amp;quot;The Hornet's Nest&amp;quot;. Like other mounted weapons, it has infinite ammo and will overheat after continuous fire. They also appear mounted on the Stryker vehicle and the Abrams tank.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:MW2 M2HB (1).jpg|thumb|none|600px|Roach operates the usable Browning M2HB in &amp;quot;The Hornet's Nest&amp;quot;. Note the M249 SAW icon used as a generic icon for mounted guns. Also note that Roach's hands and ammunition for the gun are both completely absent; apparently this .50cal operates on the power of positive thinking.]]&lt;br /&gt;
[[File:MW2 M2HB (2).jpg|thumb|none|600px|The Browning M2 viewed from the side.]]&lt;br /&gt;
[[File:AbramsM2-MW2.jpg|thumb|none|600px|A Browning M2 mounted on a destroyed M1 Abrams tank.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The same technical mounted Browning M2s can be used in the remaster, now without the power of telekinesis and an actual belt box-full of cartridges.&lt;br /&gt;
[[File:MW2R M2HB (1).jpg|thumb|none|600px|Roach celebrates his newfound physical coordination by jerking the M2 around in a new animation when stepping up to use it.]]&lt;br /&gt;
[[File:MW2R M2HB (2).jpg|thumb|none|600px|Manning the M2HB.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[M249 SAW]] can be seen mounted on a fallen tree and used as a turret in the level &amp;quot;Whiskey Hotel&amp;quot;.&lt;br /&gt;
[[File:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock - 5.56x45mm with 200 round ammo drum.]]&lt;br /&gt;
[[File:Mw2 M249.jpg|thumb|none|600px|An M249 SAW mounted on a log in the level &amp;quot;Whiskey Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MW2-M249side.jpg|thumb|none|600px|A side view of the M249 mounted on the log.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R M249 (1.1).jpg|thumb|none|600px|The M249 in the remaster.]]&lt;br /&gt;
[[File:MW2R M249 (2).jpg|thumb|none|600px|Commandeering the SAW.]]&lt;br /&gt;
[[File:MW2R M249 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==KPV==&lt;br /&gt;
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Russian paratroopers to engage US air support in &amp;quot;Exodus&amp;quot;. They are also found on the multiplayer map &amp;quot;Afghan&amp;quot; and on the roofs of buildings on the multiplayer map &amp;quot;Strike.&amp;quot; A miniature ZPU model is also present in the &amp;quot;Museum&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It reuses the same model from ''Call of Duty 4''.&lt;br /&gt;
[[File:ZPU-4.jpg|thumb|none|400px|KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm]]&lt;br /&gt;
[[File:MW2 ZPU.jpg|thumb|none|600px|The ZPU-4 as found in the multiplayer level &amp;quot;Afghan.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R ZPU.jpg|thumb|none|600px|A close up of one of the ZPUs found at the end of &amp;quot;Exodus.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars are fired by OpFor troops in the &amp;quot;Team Player&amp;quot; singleplayer mission at the beginning at the other bridge shore. This is the third appearance of the model in the ''Call of Duty'' series after it first appeared in ''[[Call of Duty 2]]'' and reappeared ''[[Call of Duty 4: Modern Warfare]]''. The same model would later on be used in ''[[Call of Duty: Black Ops II]]'' level &amp;quot;Pyrrhic Victory&amp;quot;. The mortar also appeared in ''[[Call of Duty: WWII]]'', but it thankfully no longer uses the ancient COD2 model in that game.&lt;br /&gt;
[[Image:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
Mi-28N helicopters, BTR-82A APCs, and BMP-2 IFVs all mount [[Shipunov 2A42]] autocannons.&lt;br /&gt;
[[File:30mm autocannon BTR 90.jpg|thumb|none|400px|Shipunov 2A42 mounted on BTR-90 - 30x165mm]]&lt;br /&gt;
[[File:MW2 2A42.jpg|thumb|none|600px|Getting a close look a BTR-82A's turret in &amp;quot;Wolverines!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R 2A42 (1).jpg|thumb|none|600px|Roach takes a look at a snowy BTR-82A after getting nearly squashed by it.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24 gunships seen throughout the game sport [[Yakushev-Borzov Yak-B]] chin turret rotary machine guns.&lt;br /&gt;
[[File:Yakb.JPG|thumb|none|400px|Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[File:MW2 Yak-B.jpg|thumb|none|600px|The low-detail Yak-B as seen on a parked Mi-24 in &amp;quot;Cliffhanger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
[[File:MW2R Yak-B.jpg|thumb|none|600px|The same Hind in the remaster.]]&lt;br /&gt;
&lt;br /&gt;
=Not Usable/Cut Weapons=&lt;br /&gt;
The following weapons appear in images, textures, and graphics present within the game. None are usable weapons, and none of them are known to have a 3D model.&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
A poster of a [[Makarov PM]] is seen in the Multiplayer map 'Salvage&amp;quot; in the small house, along with SVD Dragunov and AKM Posters, and the plans of the attack on &amp;quot;No Russian&amp;quot;.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
In the Spec-Ops mission &amp;quot;Hidden&amp;quot;, a statue of two Russian soldiers are seen with cement versions of the [[PPSh-41]].&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:COD4-PPSH.jpg|thumb|none|600px|A statue of 2 Russian soldiers holding cement [[PPSh-41]]s. Note that &amp;quot;Hidden&amp;quot; is the Call of Duty 4 mission &amp;quot;All Ghilled Up&amp;quot; in reverse with updated weapons and enemy types.]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
In a nod to the previous Call Of Dutys, a WWII-era poster of a woman holding an [[M1A1 Thompson|M1928A1 Thompson]] can be seen in the multiplayer map &amp;quot;Derail&amp;quot;&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|470px|M1928A1 Thompson with 30-round magazine - .45 ACP ]]&lt;br /&gt;
[[File:cod4m1928A1.jpg|thumb|none|400px|A woman in a military uniform holds an M1928A1 Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is seen on a poster in the Multiplayer map 'Sub Base', but is not usable in the game.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Cod4mw mw2 akm poster.jpg|thumb|none|600px| AKM Poster. Note slant muzzle brake and orange plastic magazine similar the [[AK-74]]'s, but this is obviously a 7.62x39mm version.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
In the multiplayer menu background image, we see a soldier carrying a third generation [[FN SCAR|SCAR-L]] with an EOTech sight, AN/PEQ-2 IR designator, and a vertical foregrip, but it was never used in the game.&lt;br /&gt;
[[File:FN SCAR-L (Standard).jpg|thumb|500px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2Scar.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil==&lt;br /&gt;
During briefing for &amp;quot;No Russian&amp;quot; a newspaper article is seen showing an Ultranationalist with a [[Galil]].&lt;br /&gt;
[[File:Galil-SAR.jpg|thumb|none|500px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2Galil.png|thumb|none|600px|The Ultranationalist on the left holds a Galil.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 EBR==&lt;br /&gt;
An [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]] can be seen on the background of the Spec Ops main menu.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2-Mk14Mod0.jpg|thumb|none|600px|Spec Ops menu background.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
During briefing for &amp;quot;No Russian&amp;quot; a newspaper article is seen showing one of &amp;quot;Makarov's men&amp;quot; (according to the caption) with a [[Daewoo K2]].&lt;br /&gt;
[[File:Daewoo-K2.jpg|thumb|none|500px|Daewoo K2 Assault rifle - 5.56x45mm NATO]] &lt;br /&gt;
[[File:Mw2k2.png|thumb|none|600px|A soldier with a Daewoo K2 in a newspaper article.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
An [[Accuracy International Arctic Warfare]] in seen held by a sniper in the multiplayer menu background art, but it is unusable in-game.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International AW - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Mw2AIAW.jpg|thumb|none|600px|The Arctic Warfare is circled in red.]]&lt;br /&gt;
&lt;br /&gt;
==M26 grenade==&lt;br /&gt;
The [[M26 hand grenade]] can be seen on one of the unlockable emblems.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 grenade]]&lt;br /&gt;
[[File:MW2-M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK91A3]] from ''Modern Warfare'' appears in trailers and early screenshots, but was dropped from the final game, most likely in favor of the FAL.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK91A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Vlc 2009-09-03 10-20-00-79.png|thumb|none|600px|Pre-release airport security with the HK91.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85==&lt;br /&gt;
The kill-feed icon for the [[Enfield L85 rifle series#L86A1|L86 LSW]] in multiplayer depicts an [[L85]] with a SUSAT scope instead. Evidence suggests that the in-game L86 LSW was an L85 at one point during development: the unremoved kill-feed icon, and that the L86's texture sheet has the L85's 30-round magazine. The fact that the L86's maximum singleplayer ammo is 420 rounds, a number divisible by the 30-round L85 mags rather than the 100-round drums found on the in-game L86, also supports this idea.&lt;br /&gt;
&lt;br /&gt;
Seeing as the L86A1 in-game features the L85 handguard, it is likely that an L85A1 model was modified into the L86A1 model seen in the final game.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:L85_HUD_MW2.jpg|thumb|none|The L86's killfeed icon from multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1545673</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1545673"/>
		<updated>2023-01-08T06:54:35Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Benelli M4 Super 90 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides.&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel, as well as the slanted compensator cuts.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim foreends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:MWII AK underfolding.jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Honey Badger / SIG-Sauer MCX hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is briefly available in singleplayer during the opening mission (with the “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captian Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle. It has an M14 EBR-RI / M39 EMR style longer barrel by default, but can be modified with a standard Mk 14 EBR sized barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground in the Dark Water pre-release gameplay video, left. In the final game, Soap is holding a Vector, likely for consistency as the Mk 14 transforms to the Vector after the cinematic during the pre-release gameplay.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .300 Winchester Magnum.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. &lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features). It can also equip a fictional 100 round PMAG as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR variants, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently with both airframes' M230 autocannons - though only the one in the actual correct mounting position is actually used.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Generation_Zero&amp;diff=1545300</id>
		<title>Generation Zero</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Generation_Zero&amp;diff=1545300"/>
		<updated>2023-01-06T22:26:39Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Barrett M107 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Generation Zero&lt;br /&gt;
|picture=Artwork.jpg&lt;br /&gt;
|caption=Menu Loading Screen&lt;br /&gt;
|date=March 26, 2019&lt;br /&gt;
|developer=Avalanche Studios&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Avalanche Studios&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Generation Zero''''' is a 2019 co-op, open world, first-person shooter survival game developed and published by Avalanche Studios. The game is set in a post-apocalyptic Sweden in an alternate 1989, which has become overrun by killer robots. These robots were built after World War II for defensive purposes, but have since become hostile to all humans. The player assumes the role of a Swedish teenager who, upon returning from an island excursion, finds that their home has been abandoned and overrun with killer robots, and must survive the Swedish wilderness while attempting to determine the fate of those who used to live there.&lt;br /&gt;
&lt;br /&gt;
Weapons, ammo, and weapon modifications in ''Generation Zero'' are found scattered across the open world map. Weapons have up to five possible modifications: scopes, vision modules (modules equipped on scopes, excluding the red dot sight, that grant infrared, night, or wall-penetrating vision), barrel modifications, magazine extensions, and alternate ammunition. Weapons and weapon modifications come in five quality tiers, improving in capability as the tiers go up.&lt;br /&gt;
 &lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Sidearms=&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
The [[Walther PP]] appears as the &amp;quot;Möller PP&amp;quot;. The pistol has a base capacity of 8 rounds. Can be fitted with a suppressor. Fires .32 ACP FMJ or Hollow-Point rounds.&lt;br /&gt;
[[File:Walther PP.jpg|thumb|none|350px|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Moller_PP.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Moller_PP-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Moller_PP-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A very embellished [[Glock 17]] appears as the &amp;quot;Klaucke 17&amp;quot; and has a base capacity of 17 rounds. The barrel can be fitted with a suppressor. It fires 9mm FMJ or AP Pistol rounds, which are incompatible with those used by 9mm SMGs.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:Klaucke_17.jpg|thumb|none|600px|View of the gun in the inventory. The shape of the rail (which would be anachronistic for 1989), the thumb indent, and the shape of the slide are reminiscent of the [[Steyr M9-A1]].]]&lt;br /&gt;
[[File:Klaucke_17-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Klaucke_17-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Super Redhawk==&lt;br /&gt;
The [[Ruger Super Redhawk]] appears in-game as the &amp;quot;.44 Magnus&amp;quot;. The pistol has a capacity of 6 rounds, which cannot be expanded. It is the only pistol that can be use a short-range scope and vision modules. Muzzle attachments include a recoil-reducing compensator or a suppressor (despite the fact that, realistically, the gases escaping from the gap between the cylinder and barrel would render a suppressor pointless). Fires .44 Magnum in two ammo types: hollow point and FMJ, with the latter being both stronger and rarer.&lt;br /&gt;
[[File:RugerSuperRedhawk.44.jpg|thumb|none|350px|Ruger Super Redhawk - .44 Magnum]]&lt;br /&gt;
[[File:.44_Magnus.jpg|thumb|none|600px|The in-game description of the Redhawk, as seen in the inventory menu.]]&lt;br /&gt;
[[File:.44_Magnus-HUD.jpg|thumb|none|600px|Idling with the revolver; note that it lacks a cylinder release.]]&lt;br /&gt;
[[File:.44_Magnus-ADS.jpg|thumb|none|600px|Aiming down the illuminated 3-dot sights, which aren't aligned properly; in reality, the revolver would be shooting high.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
The [[Remington Model 870]] appears as the &amp;quot;12G Pump-Action&amp;quot;. The shotgun has a capacity of 6 rounds, which cannot be extended. The barrel can be fitted with a shotgun choke to tighten the shot pattern, or a suppressor. The gun uses 12 gauge shells, which has three types: birdshot (low accuracy, low damage but wider area of effect), buckshot (better accuracy and damage but smaller area), and slugs (best in Accuracy and damage but is like a rifle round). The gun can use red dot sight that excludes vision modules, or a low-power shotgun scope that can use vision enhancements.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|400px|Remington 870 Police Magnum Riot Shotgun - 12 gauge]]&lt;br /&gt;
[[File:12G_pump-action.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:12G_pump-action-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:12G_pump-action-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren shotgun==&lt;br /&gt;
The [[Sjögren]] appears as the &amp;quot;Sjöqvist Semi-Auto&amp;quot;. The shotgun has a capacity of 5 rounds, which cannot be extended. It can use the shotgun choke, but not the Suppressor. Fires the same 12 gauge ammo as the 12G Pump-Action. No optics are available.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|400px|Sjögren Inertia - 12 gauge]]&lt;br /&gt;
[[File:Sjoqvist_Semi-Auto.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Sjoqvist_Semi-Auto-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Sjoqvist_Semi-Auto-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav m/45 &amp;quot;Swedish K&amp;quot;==&lt;br /&gt;
The [[Carl Gustav M/45]] appears as the &amp;quot;M/46 &amp;quot;Kpist&amp;quot; SMG&amp;quot;. It has a base capacity of 36 rounds, and can only fire in full auto. It can be fitted with a suppressor or a compensator. The SMG uses 9mm SMG rounds (incompatible with the 9mm pistol rounds), in either full metal jacket or armor-piercing types. It can use a red dot sight. &lt;br /&gt;
&lt;br /&gt;
Despite the fact that it is clearly intended to be the m/45, it uses the pistol grip of the [[Smith &amp;amp; Wesson Model 76]], a submachine gun that is officially 100% totally unrelated to the m/45, and all of their similarities (like the identical operating system, ammunition, stock, and handling) and the fact that the Model 76 was specifically chosen to replace the m/45 in American service is a total coincidence. &lt;br /&gt;
&lt;br /&gt;
It features neither the stock of the m/45 nor the Model 76. Much like other weapons in the game, it's stock is completely fictional.&lt;br /&gt;
[[File:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M/45BE - 9x19mm]]&lt;br /&gt;
[[Image:S&amp;amp;W_M76.jpg‎|thumb|none|400px|Smith &amp;amp; Wesson M76 - 9x19mm‎]]&lt;br /&gt;
[[File:M-46_Kpist_SMG.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:M-46_Kpist_SMG-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:M-46_Kpist_SMG-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
A model of the [[Heckler &amp;amp; Koch MP5]] appears as the &amp;quot;HP5&amp;quot;. It has a base capacity of 30 rounds, and can toggle between full and semi-auto modes. Its attachments and ammo options are identical to the Kpist SMG.&lt;br /&gt;
&lt;br /&gt;
Because of it's fire selector, it can be identified as an MP5A2 (fixed stock, 3-position fire selector) or MP5A3 (folding stock, 3-position fire selector), but the specific one can not be identified with the stock removed and replaced with an aftermarket side-folding stock. While it hypothetically could be the never-issued MP5A1 (stockless) with a stock simply welded onto it's end-cap, it also features a newer fire selector and tropical handguard, neither of which the MP5A1 were ever used with as production didn't make it far enough (as you can imagine, the demand for a stockless MP5, when the MP5A3's stock could be collapsed to make it the same length, was pretty much non-existent).&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5Gzero.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:MP5-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:MP5-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==Sako 85==&lt;br /&gt;
The [[Sako 85]] appears as the &amp;quot;Meusser Hunting Rifle&amp;quot;. It has a capacity of 5 rounds, which cannot be expanded. Its barrel can be fitted with a suppressor, and it has three low-to-medium-powered rifle scope options along with vision modules. The rifle can be loaded with .243 Soft-Point or Full Metal Jacket rounds.&lt;br /&gt;
[[File:SAKO-Hunter.jpg|thumb|none|400px|Sako 85 Hunter]]&lt;br /&gt;
[[File:Meusser_Hunting_rifle.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Meusser Hunting rifle - HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Meusser_Hunting_rifle-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
A synthetic-stocked [[Winchester Model 70]] appears as the &amp;quot;&amp;quot;Älgstudsare&amp;quot; Hunting Rifle&amp;quot;. It has the same attachment options as the Sako, complete with a lack of upgrades to its capacity (only four rounds), and is chambered in .270, using either SP or FMJ rounds.&lt;br /&gt;
[[File:WinchesterM70Alaskan.jpg|thumb|none|450px|Winchester Model 70 Alaskan - .30-06 Springfield. Similar to the rifle in-game.]]&lt;br /&gt;
[[File:Algstudsare_hunting_rifle.jpg|thumb|none|600px|The Winchester's in-game description and stats.]]&lt;br /&gt;
[[File:Algstudsare_hunting_rifle-HUD.jpg|thumb|none|600px|Holding the rifle; note how, despite being able to accept scopes, it is not drilled for a scope mount.]]&lt;br /&gt;
[[File:Algstudsare_hunting_rifle-ADS.jpg|thumb|none|600px|Aiming down the Model 70's sights.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]] appears as the &amp;quot;Pansarvärnsgevär 90&amp;quot;. The rifle has a base capacity of 10 rounds, which can be expanded unlike the other two rifles. It can use two high-powered rifle scope attachments, and has no barrel attachments. It fires .50 cal FMJ or AP rounds. Although it is a bit embellished, the model looks most like the M107, which is anachronistic for 1989. The Swedish Army did adopt the M82 in 1989 but the M107 was not developed until 2002.&lt;br /&gt;
[[File:Berrett M107.jpg|thumb|none|400px|Barrett M107 - .50 BMG]] &lt;br /&gt;
[[File:Pansarvarnsgevar_90.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Pansarvarnsgevar_90-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Pansarvarnsgevar_90-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears as the &amp;quot;Automatgevär 4&amp;quot;. The rifle has a base capacity of 20 rounds, and can toggle between full and semi-auto modes. Its barrel options include a suppressor or an extended barrel. It can be fitted with a red dot sight or a low-powered rifle scope. The rifle fires 7.62mm FMJ or AP rounds, which it shares with the AI-76, despite the G3 not sharing its ammo with the AKM in reality.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3A3 with Navy trigger group - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Swedishak4hkg3a3.jpg|thumb|none|400px|Bofors Ak 4 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Automatgevar_4.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Automatgevar_4-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Automatgevar_4-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.. The rear sight is similar to early CETME models and G3 prototypes.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNC / Ak 5 Hybrid==&lt;br /&gt;
A hybrid of the [[FN FNC]] and the [[Ak 5|Bofors Ak 5]] appears as the &amp;quot;Automatgevär 5&amp;quot;. It has the four-position safety of the original FNC, as well as a front sight similar to it, but combined with a handguard similar to the Swedish Ak 5. The rifle has a base capacity of 30 rounds, and can toggle between full and semi-auto modes. Attachments are the same as the &amp;quot;Automatgevär 4&amp;quot;. The rifle uses 5.56mm FMJ or AP rounds.&lt;br /&gt;
[[File:Fn-fnc-1-.jpg|thumb|none|450px|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm]]&lt;br /&gt;
[[File:Automatgevar_5.jpg|thumb|none|450px|View of the gun in the inventory.]]&lt;br /&gt;
[[File:Automatgevar_5-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Automatgevar_5-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] appears as the &amp;quot;Al-76 Assault Rifle&amp;quot;. The rifle has a base capacity of 30 rounds, and can toggle between full-auto, semi-auto, and 3-round-burst modes. The barrel attachments are the same as the other two rifles, but it can only use the red dot sight and cannot use the low-powered rifle scope and the vision modules. It fires the same 7.62mm FMJ or AP rounds as the &amp;quot;Automatgevär 4&amp;quot;. The name and magazine curve both imply the [[AK-74]], but because it uses 7.62 ammunition, it must be the AKM. The description identifying it as the most popular assault rifle in the world corroborates that.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Al-76_Assault_Rifle.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Al-76_Assault_Rifle-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Al-76_Assault_Rifle-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
=Machine guns=&lt;br /&gt;
==Ksp-58B==&lt;br /&gt;
The Carl Gustaf [[FN MAG#Ksp 58|Ksp-58B]] appears as the &amp;quot;Kvm 59&amp;quot;. Like the AG-5, it is an FN designed weapon manufactured by Carl Gustaf specifically for the Swedish military and redisgnated. It is incorrectly depicted as having a disintegrating belt. While disintegrating belts for the FN MAG platform do exist (such as the U.S. military's M13 belt, now the NATO standard), it was originally used with a disintegrating one. It can be identified as the 'B' variant by it's use of 7.62x51mm NATO ammunition with otherwise original specs.&lt;br /&gt;
[[Image:Ksp 58 B.jpg|thumb|none|400px|Swedish Ksp 58B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Gen0kvmtier5.JPG|thumb|none|600px|The tier 5 version viewed in the inventory.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav recoilless rifle==&lt;br /&gt;
The [[Carl Gustav recoilless rifle]] appears as the &amp;quot;Granatgevär m/49&amp;quot;. It can fire smoke rounds to create smokescreens, EMP rounds to temporarily disable robots, or High Explosive Dual-Purpose rounds to deal heavy damage to the robots.&lt;br /&gt;
[[File:CarlGustavM2.jpg|thumb|none|400px|Carl Gustaf M2 - 84x246mm R]]&lt;br /&gt;
[[File:Granatgevar_M-49.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Granatgevar_M-49-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Granatgevar_M-49-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Generation_Zero&amp;diff=1545295</id>
		<title>Generation Zero</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Generation_Zero&amp;diff=1545295"/>
		<updated>2023-01-06T22:06:59Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Barrett M107 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Generation Zero&lt;br /&gt;
|picture=Artwork.jpg&lt;br /&gt;
|caption=Menu Loading Screen&lt;br /&gt;
|date=March 26, 2019&lt;br /&gt;
|developer=Avalanche Studios&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Avalanche Studios&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Generation Zero''''' is a 2019 co-op, open world, first-person shooter survival game developed and published by Avalanche Studios. The game is set in a post-apocalyptic Sweden in an alternate 1989, which has become overrun by killer robots. These robots were built after World War II for defensive purposes, but have since become hostile to all humans. The player assumes the role of a Swedish teenager who, upon returning from an island excursion, finds that their home has been abandoned and overrun with killer robots, and must survive the Swedish wilderness while attempting to determine the fate of those who used to live there.&lt;br /&gt;
&lt;br /&gt;
Weapons, ammo, and weapon modifications in ''Generation Zero'' are found scattered across the open world map. Weapons have up to five possible modifications: scopes, vision modules (modules equipped on scopes, excluding the red dot sight, that grant infrared, night, or wall-penetrating vision), barrel modifications, magazine extensions, and alternate ammunition. Weapons and weapon modifications come in five quality tiers, improving in capability as the tiers go up.&lt;br /&gt;
 &lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Sidearms=&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
The [[Walther PP]] appears as the &amp;quot;Möller PP&amp;quot;. The pistol has a base capacity of 8 rounds. Can be fitted with a suppressor. Fires .32 ACP FMJ or Hollow-Point rounds.&lt;br /&gt;
[[File:Walther PP.jpg|thumb|none|350px|Walther PP - .32 ACP]]&lt;br /&gt;
[[File:Moller_PP.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Moller_PP-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Moller_PP-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A very embellished [[Glock 17]] appears as the &amp;quot;Klaucke 17&amp;quot; and has a base capacity of 17 rounds. The barrel can be fitted with a suppressor. It fires 9mm FMJ or AP Pistol rounds, which are incompatible with those used by 9mm SMGs.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:Klaucke_17.jpg|thumb|none|600px|View of the gun in the inventory. The shape of the rail (which would be anachronistic for 1989), the thumb indent, and the shape of the slide are reminiscent of the [[Steyr M9-A1]].]]&lt;br /&gt;
[[File:Klaucke_17-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Klaucke_17-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Super Redhawk==&lt;br /&gt;
The [[Ruger Super Redhawk]] appears in-game as the &amp;quot;.44 Magnus&amp;quot;. The pistol has a capacity of 6 rounds, which cannot be expanded. It is the only pistol that can be use a short-range scope and vision modules. Muzzle attachments include a recoil-reducing compensator or a suppressor (despite the fact that, realistically, the gases escaping from the gap between the cylinder and barrel would render a suppressor pointless). Fires .44 Magnum in two ammo types: hollow point and FMJ, with the latter being both stronger and rarer.&lt;br /&gt;
[[File:RugerSuperRedhawk.44.jpg|thumb|none|350px|Ruger Super Redhawk - .44 Magnum]]&lt;br /&gt;
[[File:.44_Magnus.jpg|thumb|none|600px|The in-game description of the Redhawk, as seen in the inventory menu.]]&lt;br /&gt;
[[File:.44_Magnus-HUD.jpg|thumb|none|600px|Idling with the revolver; note that it lacks a cylinder release.]]&lt;br /&gt;
[[File:.44_Magnus-ADS.jpg|thumb|none|600px|Aiming down the illuminated 3-dot sights, which aren't aligned properly; in reality, the revolver would be shooting high.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
The [[Remington Model 870]] appears as the &amp;quot;12G Pump-Action&amp;quot;. The shotgun has a capacity of 6 rounds, which cannot be extended. The barrel can be fitted with a shotgun choke to tighten the shot pattern, or a suppressor. The gun uses 12 gauge shells, which has three types: birdshot (low accuracy, low damage but wider area of effect), buckshot (better accuracy and damage but smaller area), and slugs (best in Accuracy and damage but is like a rifle round). The gun can use red dot sight that excludes vision modules, or a low-power shotgun scope that can use vision enhancements.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|400px|Remington 870 Police Magnum Riot Shotgun - 12 gauge]]&lt;br /&gt;
[[File:12G_pump-action.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:12G_pump-action-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:12G_pump-action-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren shotgun==&lt;br /&gt;
The [[Sjögren]] appears as the &amp;quot;Sjöqvist Semi-Auto&amp;quot;. The shotgun has a capacity of 5 rounds, which cannot be extended. It can use the shotgun choke, but not the Suppressor. Fires the same 12 gauge ammo as the 12G Pump-Action. No optics are available.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|400px|Sjögren Inertia - 12 gauge]]&lt;br /&gt;
[[File:Sjoqvist_Semi-Auto.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Sjoqvist_Semi-Auto-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Sjoqvist_Semi-Auto-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav m/45 &amp;quot;Swedish K&amp;quot;==&lt;br /&gt;
The [[Carl Gustav M/45]] appears as the &amp;quot;M/46 &amp;quot;Kpist&amp;quot; SMG&amp;quot;. It has a base capacity of 36 rounds, and can only fire in full auto. It can be fitted with a suppressor or a compensator. The SMG uses 9mm SMG rounds (incompatible with the 9mm pistol rounds), in either full metal jacket or armor-piercing types. It can use a red dot sight. &lt;br /&gt;
&lt;br /&gt;
Despite the fact that it is clearly intended to be the m/45, it uses the pistol grip of the [[Smith &amp;amp; Wesson Model 76]], a submachine gun that is officially 100% totally unrelated to the m/45, and all of their similarities (like the identical operating system, ammunition, stock, and handling) and the fact that the Model 76 was specifically chosen to replace the m/45 in American service is a total coincidence. &lt;br /&gt;
&lt;br /&gt;
It features neither the stock of the m/45 nor the Model 76. Much like other weapons in the game, it's stock is completely fictional.&lt;br /&gt;
[[File:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M/45BE - 9x19mm]]&lt;br /&gt;
[[Image:S&amp;amp;W_M76.jpg‎|thumb|none|400px|Smith &amp;amp; Wesson M76 - 9x19mm‎]]&lt;br /&gt;
[[File:M-46_Kpist_SMG.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:M-46_Kpist_SMG-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:M-46_Kpist_SMG-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5==&lt;br /&gt;
A model of the [[Heckler &amp;amp; Koch MP5]] appears as the &amp;quot;HP5&amp;quot;. It has a base capacity of 30 rounds, and can toggle between full and semi-auto modes. Its attachments and ammo options are identical to the Kpist SMG.&lt;br /&gt;
&lt;br /&gt;
Because of it's fire selector, it can be identified as an MP5A2 (fixed stock, 3-position fire selector) or MP5A3 (folding stock, 3-position fire selector), but the specific one can not be identified with the stock removed and replaced with an aftermarket side-folding stock. While it hypothetically could be the never-issued MP5A1 (stockless) with a stock simply welded onto it's end-cap, it also features a newer fire selector and tropical handguard, neither of which the MP5A1 were ever used with as production didn't make it far enough (as you can imagine, the demand for a stockless MP5, when the MP5A3's stock could be collapsed to make it the same length, was pretty much non-existent).&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[File:MP5Gzero.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:MP5-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:MP5-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==Sako 85==&lt;br /&gt;
The [[Sako 85]] appears as the &amp;quot;Meusser Hunting Rifle&amp;quot;. It has a capacity of 5 rounds, which cannot be expanded. Its barrel can be fitted with a suppressor, and it has three low-to-medium-powered rifle scope options along with vision modules. The rifle can be loaded with .243 Soft-Point or Full Metal Jacket rounds.&lt;br /&gt;
[[File:SAKO-Hunter.jpg|thumb|none|400px|Sako 85 Hunter]]&lt;br /&gt;
[[File:Meusser_Hunting_rifle.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Meusser Hunting rifle - HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Meusser_Hunting_rifle-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
A synthetic-stocked [[Winchester Model 70]] appears as the &amp;quot;&amp;quot;Älgstudsare&amp;quot; Hunting Rifle&amp;quot;. It has the same attachment options as the Sako, complete with a lack of upgrades to its capacity (only four rounds), and is chambered in .270, using either SP or FMJ rounds.&lt;br /&gt;
[[File:WinchesterM70Alaskan.jpg|thumb|none|450px|Winchester Model 70 Alaskan - .30-06 Springfield. Similar to the rifle in-game.]]&lt;br /&gt;
[[File:Algstudsare_hunting_rifle.jpg|thumb|none|600px|The Winchester's in-game description and stats.]]&lt;br /&gt;
[[File:Algstudsare_hunting_rifle-HUD.jpg|thumb|none|600px|Holding the rifle; note how, despite being able to accept scopes, it is not drilled for a scope mount.]]&lt;br /&gt;
[[File:Algstudsare_hunting_rifle-ADS.jpg|thumb|none|600px|Aiming down the Model 70's sights.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]] appears as the &amp;quot;Pansarvärnsgevär 90&amp;quot;. The rifle has a base capacity of 10 rounds, which can be expanded unlike the other two rifles. It can use two high-powered rifle scope attachments, and has no barrel attachments. It fires .50 cal FMJ or AP rounds. Although it is a bit embellished, the model looks most like the M107, which is anachronistic for 1989. The Swedish Army did adopt the M82 in 1989, the M107 was not developed until 2002.&lt;br /&gt;
[[File:Berrett M107.jpg|thumb|none|400px|Barrett M107 - .50 BMG]] &lt;br /&gt;
[[File:Pansarvarnsgevar_90.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Pansarvarnsgevar_90-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Pansarvarnsgevar_90-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears as the &amp;quot;Automatgevär 4&amp;quot;. The rifle has a base capacity of 20 rounds, and can toggle between full and semi-auto modes. Its barrel options include a suppressor or an extended barrel. It can be fitted with a red dot sight or a low-powered rifle scope. The rifle fires 7.62mm FMJ or AP rounds, which it shares with the AI-76, despite the G3 not sharing its ammo with the AKM in reality.&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch G3A3 with Navy trigger group - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Swedishak4hkg3a3.jpg|thumb|none|400px|Bofors Ak 4 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Automatgevar_4.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Automatgevar_4-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Automatgevar_4-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.. The rear sight is similar to early CETME models and G3 prototypes.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNC / Ak 5 Hybrid==&lt;br /&gt;
A hybrid of the [[FN FNC]] and the [[Ak 5|Bofors Ak 5]] appears as the &amp;quot;Automatgevär 5&amp;quot;. It has the four-position safety of the original FNC, as well as a front sight similar to it, but combined with a handguard similar to the Swedish Ak 5. The rifle has a base capacity of 30 rounds, and can toggle between full and semi-auto modes. Attachments are the same as the &amp;quot;Automatgevär 4&amp;quot;. The rifle uses 5.56mm FMJ or AP rounds.&lt;br /&gt;
[[File:Fn-fnc-1-.jpg|thumb|none|450px|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm]]&lt;br /&gt;
[[File:Automatgevar_5.jpg|thumb|none|450px|View of the gun in the inventory.]]&lt;br /&gt;
[[File:Automatgevar_5-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Automatgevar_5-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] appears as the &amp;quot;Al-76 Assault Rifle&amp;quot;. The rifle has a base capacity of 30 rounds, and can toggle between full-auto, semi-auto, and 3-round-burst modes. The barrel attachments are the same as the other two rifles, but it can only use the red dot sight and cannot use the low-powered rifle scope and the vision modules. It fires the same 7.62mm FMJ or AP rounds as the &amp;quot;Automatgevär 4&amp;quot;. The name and magazine curve both imply the [[AK-74]], but because it uses 7.62 ammunition, it must be the AKM. The description identifying it as the most popular assault rifle in the world corroborates that.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Al-76_Assault_Rifle.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Al-76_Assault_Rifle-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Al-76_Assault_Rifle-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
=Machine guns=&lt;br /&gt;
==Ksp-58B==&lt;br /&gt;
The Carl Gustaf [[FN MAG#Ksp 58|Ksp-58B]] appears as the &amp;quot;Kvm 59&amp;quot;. Like the AG-5, it is an FN designed weapon manufactured by Carl Gustaf specifically for the Swedish military and redisgnated. It is incorrectly depicted as having a disintegrating belt. While disintegrating belts for the FN MAG platform do exist (such as the U.S. military's M13 belt, now the NATO standard), it was originally used with a disintegrating one. It can be identified as the 'B' variant by it's use of 7.62x51mm NATO ammunition with otherwise original specs.&lt;br /&gt;
[[Image:Ksp 58 B.jpg|thumb|none|400px|Swedish Ksp 58B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Gen0kvmtier5.JPG|thumb|none|600px|The tier 5 version viewed in the inventory.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustav recoilless rifle==&lt;br /&gt;
The [[Carl Gustav recoilless rifle]] appears as the &amp;quot;Granatgevär m/49&amp;quot;. It can fire smoke rounds to create smokescreens, EMP rounds to temporarily disable robots, or High Explosive Dual-Purpose rounds to deal heavy damage to the robots.&lt;br /&gt;
[[File:CarlGustavM2.jpg|thumb|none|400px|Carl Gustaf M2 - 84x246mm R]]&lt;br /&gt;
[[File:Granatgevar_M-49.jpg|thumb|none|600px|View of the gun in the inventory]]&lt;br /&gt;
[[File:Granatgevar_M-49-HUD.jpg|thumb|none|600px|Holding the weapon.]]&lt;br /&gt;
[[File:Granatgevar_M-49-ADS.jpg|thumb|none|600px|Aiming down the weapon's sights.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Infinite_Warfare&amp;diff=1545283</id>
		<title>Call of Duty: Infinite Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Infinite_Warfare&amp;diff=1545283"/>
		<updated>2023-01-06T18:00:59Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Infinite Warfare&lt;br /&gt;
|picture=CoDIW-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date=2016&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Infinite Warfare''''' is the 2016 entry in the ongoing Call of Duty franchise, developed by Infinity Ward, with assistance from Treyarch, Beenox, Raven Software, and High Moon Studios, and released for Windows PC, Playstation 4 and Xbox One. It takes the series further into the future than it has ever been, with Earth now depleted of resources and dependent on colonies throughout the solar system for raw materials. However, recently a group of these colonies seceded in a bloody war (seemingly for the sole reason that their entire populations were moustache-twirlingly evil), forming the Settlement Defense Front. The story begins with the SDF opening a new offensive against Earth, with the player taking on the role of Commander Nick Reyes (voiced by [[Brian Bloom]]), a member of SCAR (Special Combat Air Recon) which appears to be a SEAL-like unit attached to Earth's space navy.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Infinite Warfare features two types of weapons - ballistic and energy. &lt;br /&gt;
&lt;br /&gt;
Ballistic weapons, like the M1 Garand or &amp;quot;NV4&amp;quot;, fire conventional rounds and are able to penetrate some surfaces. They are also less effective against robotic enemies compared to energy weapons in the campaign. Each weapon type has access to different attachments. Unique attachments include Extended Mags, which increases magazine capacity and ammo in reserve, FMJ, which improve the weapons ability to penetrate surfaces, Hollow Point, which increases headshot damage multipliers and Rifled Barrel, which extends the damage range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Energy weapons, like the &amp;quot;Volk&amp;quot; or &amp;quot;EMC&amp;quot; fire blue energy rounds, which have a blue square muzzle flash, they regenerate/&amp;quot;recharge&amp;quot; rounds from the players reserve ammunition when not in use, the individual cells are not ejected when firing, unlike the shells of ballistic ammunition, shots reflect/bounce off surfaces instead of penetrating them like ballistic weapons, and they are more effective against robotic enemies in the campaign. Unique attachments include the Fusion Mags, which regenerate energy rounds while the weapon is holstered, Ram Servo, which allows shots to reflect twice, Particle Amp, which extends the damage range of the weapon, and the Faraday Slug will increase headshot damage multipliers. &lt;br /&gt;
&lt;br /&gt;
Some energy weapons like the &amp;quot;Banshee&amp;quot; or the &amp;quot;Gravity Vortex Gun&amp;quot; feature more exotic ammo types that are different to the standard blue energy rounds. These include compressed air, beams of red energy and the rather unbelievable ability to fire black holes.&lt;br /&gt;
&lt;br /&gt;
Most of the attachments do not alter the weapons visually, such as the Extended Mags attachment not altering the size of the magazines. Additionally, some attachments don't make a lot of sense - the Rifled Barrel attachment implies ballistic weapons do not have rifled barrels by default, which is preposterous, and the Stock attachment is available for weapons that do not have a stock, such as pistols, and it doesn't add a pistol stock to the weapon either.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;EMC&amp;quot;==&lt;br /&gt;
The &amp;quot;EMC&amp;quot;, standing for &amp;quot;Electro-Magnetic Compact&amp;quot;, is an energy pistol primarily based on the [[Springfield Armory XD|Springfield Armory XD Subcompact]], albeit a little larger. The slide reciprocates when firing, which also includes the battery. When reloading, the top rear section of the pistol (what would normally be the rear of the slide on a conventional pistol design) is removed and swapped out for a new battery. The pistol has a small trigger guard, and a larger framework piece around the trigger guard that helps secure the (unusable) underbarrel laser aiming module to the pistol, which is hardly necessary - the underbarrel rail should be more than enough to keep it on the pistol. This LAM is reminiscent of the one seen on the [[USP]] present in the original [[Call of Duty 4: Modern Warfare|Modern]] [[Call of Duty: Modern Warfare 2|Warfare]] [[Call of Duty: Modern Warfare 3|trilogy]].&lt;br /&gt;
&lt;br /&gt;
In the single-player campaign, the weapon is used by both SATO and SDF forces, including Admiral Salen Kotch (voiced by [[Kit Harington]]).&lt;br /&gt;
&lt;br /&gt;
[[File:SpringfieldXD9SC.jpg|thumb|none|300px|Springfield Armory XD Subcompact - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-EMC.jpg|thumb|none|600px|The &amp;quot;EMC&amp;quot; in the beta weapon selection menu.]]&lt;br /&gt;
[[File:CODIWEMCfiring.jpg|thumb|none|600px|Reyes firing at a haywire robot with his &amp;quot;EMC&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18C]] is the only secondary &amp;quot;classic&amp;quot; weapon available in the game; it is referred to as the &amp;quot;Hornet&amp;quot;, referencing the ''Modern Warfare 2'' mission &amp;quot;The Hornet's Nest&amp;quot;, where a &amp;quot;G18&amp;quot; (actually a full-auto converted [[Glock 17]] in the original ''MW2'', but a proper G18C in the remaster, due to it reusing this very model) was the starting handgun. By default, it is fitted with a 33-round magazine by default, which only holds 20 rounds and 30 when using the Extended Mags attachment. Additionally, the &amp;quot;Cartel&amp;quot; variant of the &amp;quot;Kendall 44&amp;quot; seen below is based on a Glock 18C.&lt;br /&gt;
[[File:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|350px|Glock 18C with 19- and 31-round magazines - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing]]&lt;br /&gt;
[[File:CoDIW G18 Menu.jpg|thumb|none|600px|The Glock 18C in the beta weapon selection menu. Note that the fire selector is incorrectly set to semi-auto.]]&lt;br /&gt;
[[File:CODIWG18.jpg|thumb|none|600px|A space operator on the moon chamber-checks the Glock 18C, [[Black#Glock 19|Black]]-style.]]&lt;br /&gt;
[[File:CODIWG18-2.jpg|thumb|none|600px|Bored, he shows off the compensator cuts while trying to get a better look at a scale model of the ''Odin'' kinetic superweapon from ''Call of Duty: Ghosts''.]]&lt;br /&gt;
[[File:CODIWG18reload.jpg|thumb|none|600px|Back on terra firma, a multiplayer character reloads a suppressed G18C with a severely underloaded 33-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hailstorm&amp;quot;==&lt;br /&gt;
The &amp;quot;Hailstorm&amp;quot; is a massive fictional revolver bearing a distinct resemblance to the [[RSh-12]] revolver. It is mechanically bizarre in several ways: it fires in three-round bursts, using a sort of en-bloc clip of four 3-round superposed load chambers in the cylinder (the game calls this a &amp;quot;chamber stack&amp;quot;). The rounds appear to have casings, which would not work unless they are some kind of combustible casing. While the name implies it is supposed to be some kind of [[Metal Storm weapons|Metal Storm]]-style system, the weapon appears to use a traditional firing pin, which would only be able to strike the rear cartridge's primer (while an argument could be made that the burst works through a deliberate chain fire, with each cartridge setting off the next, the recoil of the weapon would likely cause this to happen to all of the chambers when the weapon was fired, most likely causing the gun to explode); the hammer operates exclusively in single-action, striking the firing pin 3 times, despite there being no obvious reason for it to self-cock (normal self-cocking revolvers such as the [[Webley-Fosbery Automatic Revolver]] have some form of recoiling segment to cock the hammer, usually the barrel and upper frame). The cylinder is actually a shell in which the real, detachable set of chambers sits, with nothing obvious to hold it in place, and the weapon's cylinder is hexagonal, despite it only having 4 chambers to rotate between (12 shots total).&lt;br /&gt;
[[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]]&lt;br /&gt;
[[File:CoDIW-Hailstorm.jpg|thumb|none|600px|Beta menu selection view of the Hailstorm revolver, in all of its physics-defying glory.]]&lt;br /&gt;
[[File:CODIW Hail 1.jpg|thumb|none|600px|As with [[Call of Duty: Ghosts]], akimbo weapons can still be paired with optical sights. Revolver cylinders with less than 5 or 6 rounds are an unusual sight, and hexagonal ones even more so, since 6 isn't evenly divisible by 4.]]&lt;br /&gt;
[[File:CODIW Hail 2.jpg|thumb|none|600px|Ejecting the superposed cartridges. The hexagonal cylinder and pins beside the cylinder are reminiscent of the [[Chiappa Rhino]].]]&lt;br /&gt;
[[File:CODIW Hail 3.jpg|thumb|none|600px|Sealing the &amp;quot;Hailstorm's&amp;quot; cylinder shut.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Kendall 44&amp;quot;==&lt;br /&gt;
A striker-fired ballistic pistol resembling the [[Glock 19]] is the UNSA standard issue sidearm in the game, chambered in a fictional &amp;quot;44 ACP&amp;quot; cartridge. By default it feeds from a 16-round magazine and fires semi-automatically, but can be upgraded with 24 round magazines and the ability to fire in full-auto. The weapon has the &amp;quot;Kendall Ballistics&amp;quot; logo on the slide. the description states it has an integral attachment (as the text appears in blue, &amp;quot;integral attachments&amp;quot; in this game usually means &amp;quot;things the gun does&amp;quot;) called Lightweight Mold, which gives the weapon a very small hipfire spread compared to other pistols. The HUD icon has an unusable flashlight mounted on a pistol rail mount system, which is absent by default, but returns when an optic is equipped.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Kendall 44&amp;quot; has different magazine capacities in campaign and Zombies. It has 10 and 15 round capacities in campaign, and 8 and 12 round capacities in Zombies, fitting with the tradition of having the starting pistol in Zombies have 8 rounds. In campaign, when fully upgraded it gains the Full Auto upgrade, which functions the exact same way as the multiplayer Auto Sear attachment and turns the gun into a psuedo-Glock 18, despite a Glock 18 already existing in the game. The resemblance is even stronger with the &amp;quot;Cartel&amp;quot; variant, which has an engraved G18C-inspired slide.&lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|none|325px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:CODIWKendallmenu.jpg|thumb|none|600px|Menu entry of the pistol.]]&lt;br /&gt;
[[File:CODIWKendall.jpg|thumb|none|600px|Captain Nick Reyes reloading the &amp;quot;Kendall 44&amp;quot;.]]&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:WE G18C CFP GBB.jpg|thumb|none|350px|WE Glock 18C with Classic Floral Pattern (airsoft) - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-Kendall44-Cartel.jpg|thumb|none|600px|The &amp;quot;Cartel&amp;quot; variant in the loadout menu, which resembles a Glock 18C.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
A visually altered [[Taurus Raging Bull]] appears as the &amp;quot;Stallion .44&amp;quot;; it was added via an update on July 25, 2017. It comes with top and underbarrel rails, a custom trigger, and a different trigger guard and rear cylinder latch; the front latch is also relocated upwards. Like in ''Call of Duty: Ghosts'', it is used in single-action mode, but this time the player character fans the hammer when hip-firing, increasing the rate of fire in the process. Ironically, when used in akimbo, each revolver uses the &amp;quot;fast&amp;quot; fire rate despite the character cocking it with their firing hand's thumb. The weapon repeats the same mistake as in ''Ghosts'' of swinging out a non-empty cylinder with the hammer still cocked and having the hammer pulled before closing the cylinder on an empty reload. Due to its addition later in the lifecycle of the game, it is classed among the futuristic handguns rather than the &amp;quot;classic&amp;quot; weapons.&lt;br /&gt;
[[File:Taurus Raging Bull.JPG|thumb|none|400px|Taurus Raging Bull - .44 Magnum]]&lt;br /&gt;
[[File:CoDIW-Stallion.jpg|thumb|none|600px|The &amp;quot;Stallion .44&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;UDM&amp;quot;==&lt;br /&gt;
Added via update on February 28th, 2017, the &amp;quot;UDM&amp;quot; is a fictional full-auto machine pistol based on an SRU Precision bullpup conversion kit for Tokyo Marui airsoft [[Glock]] pistols. It features a stock, an integrated reflex sight mounted on the slide, and a 14-round translucent magazine inserted into the very rear of the grip frame. Oddly, its slide does not sit flush with the end of the frame and the description states it is made from &amp;quot;modular parts&amp;quot;. In the game files, the weapon is called the &amp;quot;UDM45&amp;quot;, suggesting it is chambered in .45 ACP.&lt;br /&gt;
&lt;br /&gt;
The rarest variant, the &amp;quot;Stalker&amp;quot;, effectively turns the weapon into a semi-automatic compact sniper rifle with a non-functioning suppressor and very obstructive low-zoom scope, accompanied with a longer barrel and handguard along with an extremely short, not-at-all-cheek-weld-compatible stock. The magazine capacity is reduced to 10 rounds, and damage is increased to the point where the weapon is as powerful as the much higher caliber M1 Garand or &amp;quot;DMR-1&amp;quot;. The weapon loses the ability to be dual wielded.&lt;br /&gt;
[[File:SRUbullpupconversionTokyoMarui.jpeg|thumb|none|400px|'''Airsoft''' SRU carbine conversion for Tokyo Marui Glock Airsoft pistols]]&lt;br /&gt;
[[File:CoDIW-UDM.jpg|thumb|none|600px|The &amp;quot;UDM&amp;quot; in the Create-a-Class menu.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==&amp;quot;FHR-40&amp;quot;==&lt;br /&gt;
The &amp;quot;FHR-40&amp;quot; is a fictional submachine gun resembling an [[FN P90]], with a bolt locking recess resembling an [[H&amp;amp;K MP5]]. According to the game's description, it uses a magnetic bolt carrier to increase fire rate: presumably this means the bolt group is &amp;quot;floated&amp;quot; inside the receiver like a maglev train rather than being guided by contact with the receiver as in a conventional gun. The practicality of this is rather questionable, as the decreased friction of a magnetically suspended bolt would have very little effect on the operation of the weapon. This would also mean the weapon required power to function, not to mention the fact that when magnets are heated (for instance, when placed near the chamber of a submachine gun with an absurd fire rate), they lose their magnetism, which would render the weapon more or less completely useless as the bolt group would start to move around off-centre inside the carrier.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:CoDIW-FHR40.jpg|thumb|none|600px|The &amp;quot;FHR-40&amp;quot; in the beta weapon selection menu. Note the ''[[Binary Domain]]''-style strike face that spans the entirety of the front of the weapon.]]&lt;br /&gt;
[[File:CODIWFHR40.jpg|thumb|none|600px|&amp;quot;FHR-40&amp;quot; in hand, Reyes disregards warnings against stealing the SDF's latest budgetary spaceplane mess. The translucent magazine actually depletes when firing, like with the P90 and the G36C in ''Modern Warfare Remastered''.]]&lt;br /&gt;
[[File:CODIW FHR reload.jpg|thumb|none|600px|Locking the bolt back on the &amp;quot;FHR-40&amp;quot;. Note the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] was added via an update on March 2, 2017. It is referred to as the &amp;quot;Trencher&amp;quot; in-game, and is classed among the futuristic submachine guns rather than the &amp;quot;classic&amp;quot; weapons, similarly to the Raging Bull.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-MP28.jpg|thumb|none|600px|The MP28/II in the weapon selection menu. It's not clear why it's called the &amp;quot;Trencher&amp;quot;, as the MP28 came after the era of trench warfare; it's possible that it's standing in for a [[Bergmann MP18]].]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is one of the classic weapons. It is called &amp;quot;MacTav-45&amp;quot; in-game, as a reference to the protagonist John &amp;quot;Soap&amp;quot; MacTavish from the ''Modern Warfare'' series. The charging handle incorrectly locks back on its own before reloading an empty magazine, and the safety is on. Unlike in previous games, the UMP has a Surefure M900 foregrip, complete with unusable laser sight. It has 32 rounds in the magazine instead of the correct 25, which increases to 48 with the extended mags attachment. Like the &amp;quot;HVR&amp;quot; seen below, the weapon has a railed handguard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;.45 S&amp;amp;W&amp;quot; can be seen written at the bottom of the magazine, even though this caliber isn't available to any UMP in reality.&lt;br /&gt;
[[File:UMP-45 Ironman.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 with C-More red dot sight and Surefire M900 weaponlight foregrip - .45 ACP]]&lt;br /&gt;
[[File:CoDIW UMP45 Menu.jpg|thumb|none|600px|The UMP45 in the beta menu selection.]]&lt;br /&gt;
[[File:CODIWUMP.jpg|thumb|none|600px|A multiplayer character looks at some space debris with his trusty UMP45 in hand.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;HVR&amp;quot;===&lt;br /&gt;
The &amp;quot;HVR&amp;quot; resembles a UMP45 with its stock folded and it has a permanently attached foregrip, like the &amp;quot;MacTav-45&amp;quot;. It also has a railed handguard with rail covers and two bulky looking laser sight devices, which are non-functional. It also has an integrated &amp;quot;ELO&amp;quot; sight, and 26 or 39 round magazines. In singleplayer, it is the only weapon in the campaign that does not have a specified spawn location, and so can only be acquired from having it spawn randomly. The weapon has no built-in ability, and its final unlock is the ability to dual-wield it. The weapon has Japanese markings which read &amp;quot;Fujiwara&amp;quot;, the name of the fictional company that make this weapon in-universe.&lt;br /&gt;
&lt;br /&gt;
Interestingly, one of the variants of the HVR, the &amp;quot;Gemini&amp;quot;, which can uniquely be dual-wielded in multiplayer, has the body of a [[Heckler &amp;amp; Koch USC]], right down to the distinctive light gray coloration (albeit with a standard UMP barrel with a suppressor, rather than the USC's 16&amp;quot; one).&lt;br /&gt;
&lt;br /&gt;
[[File:CoDIW HVR.jpg|thumb|none|600px|The &amp;quot;HVR&amp;quot; in the beta menu selection. Note that it apparently uses &amp;quot;terrestrial ammo&amp;quot; for increased stopping power. This seems to be a reference to ''Infinite Warfare's'' background story where Earth's natural resources are largely depleted and it depends on other planets for supplies: seemingly this is made by some patriotic company using Earth-sourced materials because they're better or something.]]&lt;br /&gt;
[[File:CODIWUMPcharging.jpg|thumb|none|600px|Zombies character Andre charges an &amp;quot;HVR&amp;quot; before seeing off some cyber-undead.]]&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:CoDIW-HVR-Gemini.jpg|thumb|none|600px|The &amp;quot;Gemini&amp;quot; variant in the loadout menu. An odd choice for a dual-wieldable weapon, given the stock.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Karma-45&amp;quot;==&lt;br /&gt;
The &amp;quot;Karma-45&amp;quot; is a futuristic [[TDI Vector]]. It has two barrels, two ejection ports, and two magazines. Since only one of the magazines is replaced if less than half the rounds have been expended and it only has one trigger, presumably one of the magazines (and accompanying reciever) is emptied first, with the second one then being automatically switched to. It is known as the &amp;quot;CRB&amp;quot; in the game files, which refers to the civilian semi-automatic Vector that has a 16&amp;quot; barrel, and was the same name incorrectly applied to the standard Vector in ''[[Call of Duty: Ghosts|Ghosts]]''. The &amp;quot;Deimos&amp;quot; special variant has the stock removed and uses flush-fitting magazines.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:CODIWKarmamenu.jpg|thumb|none|600px|The &amp;quot;Karma-45&amp;quot; in the single-player loadout menu. Note the short spare magazine in the stock; this is never used.]]&lt;br /&gt;
[[File:CODIWKarma.jpg|thumb|none|600px|&amp;quot;EBR-800&amp;quot; in hand, Reyes looks at Staff Sergeant Omar's Siamese Vector inside a hangar on the Moon base.]]&lt;br /&gt;
[[File:CODIW Karma 1.jpg|thumb|none|600px|Reloading the ''[[TDI Vector|Vector]] [[Villar Perosa M1915|Perosa]]''...]]&lt;br /&gt;
[[File:ResidentEvilTDIVector 01.jpg|thumb|none|325px|TDI / KRISS USA Vector - .45 ACP as seen in ''[[Resident Evil: Retribution]]'']]&lt;br /&gt;
[[File:CoDIW-Karma45-Deimos.jpg|thumb|none|600px|The &amp;quot;Deimos&amp;quot; variant in the multiplayer selection menu. The vertical grip has been replaced with a large trigger guard that doesn't guard a trigger, which evokes [[Thompson Submachine Gun|Persuader]] vibes. Note the huge viewing windows.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;VPR&amp;quot;==&lt;br /&gt;
The &amp;quot;VPR&amp;quot; is a double-barreled submachine gun added via an update on March 28, 2017. The weapon is directly based on the [[Heckler &amp;amp; Koch MP5K]], while the &amp;quot;Yokai&amp;quot; variant is inspired by the full-size [[MP5A3]]. Unlike the Karma-45, it fires both barrels at once. The foregrip is the pistol grip of an [[AKM]].&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|325px|Heckler &amp;amp; Koch MP5K - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-VPR.jpg|thumb|none|600px|The &amp;quot;VPR&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:MP5A3 StockCollapsed.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[File:CoDIW-VPR-Yokai.jpg|thumb|none|600px|The &amp;quot;Yokai&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Assault &amp;amp; Battle Rifles=&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] returns from ''[[Call of Duty: Ghosts]]'' as the OSA (standing for Orbital Space Aeronautics). The model is ripped from ''Ghosts'' with no edits, judging by the fact that it still has an [[FN 40GL]] (with a missing trigger) mounted instead of a [[Beretta GLX-160|Beretta GLX160]], and the magazine still has no rounds visible inside when reloading.&lt;br /&gt;
[[File:Arx-160 CQB Coyote brown.jpg|thumb|450px|none|Beretta ARX-160 Coyote brown with 11.89&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:CoDIW ARX Menu.jpg|thumb|none|600px|The ARX-160 in the beta selection menu. Note the odd stock, which is the same as the one seen in ''Ghosts'' and ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', due to this being a re-used model. It also has the same issue on the fire selector as those two games.]]&lt;br /&gt;
[[File:CODIWARX.jpg|thumb|none|600px|The Moon soldier gazes back at earth with his white ARX-160....]]&lt;br /&gt;
[[File:CODIWARXreload.jpg|thumb|none|600px|....which apparently feeds from 5.45x39 millimeters of space.]]&lt;br /&gt;
[[File:CODIWARXcharging.jpg|thumb|none|600px|Charging the OSA ARX-160.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] appears in ''Infinite Warfare'' simply as the &amp;quot;M1&amp;quot;. The in-game description states that its &amp;quot;top-loading clip&amp;quot; (written in blue text, signifying that it is an &amp;quot;integral attachment&amp;quot; which has gone from sometimes being an attachment in ''Ghosts'' to just meaning &amp;quot;a thing the gun does&amp;quot;) can only be reloaded by emptying it. It is possible to eject a partially expended clip from the Garand using the clip latch, but this was not generally used as a method of reloading it in combat since real soldiers do not carry magical elves in their webbing to consolidate unfired rounds into nice full clips. On the gameplay side, this decision is likely intended for a retro WWII game experience, when old WWII first-person shooters followed the Garand manual-of-arms closely and thus did not perform mid-magazine reloads.&lt;br /&gt;
[[File:M1 Garand.jpg‎|thumb|none|450px|M1 Garand - .30-06 Springfield]]&lt;br /&gt;
[[File:Cod iw m1g campaign menu.jpg‎|thumb|none|600px|The M1 can be unlocked in the campaign after completing the Specialist difficulty. It is called the &amp;quot;DMR-1&amp;quot; (which is a different M1 Garand-based rifle in the game, seen below), but retains its Multiplayer description and has no attachments available for it.]]&lt;br /&gt;
[[File:Cod iw m1g campaign fp.jpg|thumb|none|600px|Reyes points his virtual &amp;quot;DMR-1&amp;quot; M1 Garand at the ceiling while wondering why it's so ridiculously shiny. Note the steel-cased rounds; in spite of this, the rifle ejects brass cases when fired.]]&lt;br /&gt;
[[File:CODIW M1.jpg|thumb|none|600px|Looking at some Americana with the M1 Garand.]]&lt;br /&gt;
[[File:CODIWM1ads.jpg|thumb|none|600px|Apparently this particular fine instrument of battle survived a good two hundred years in good condition, except for the tip-top of the rear sight ring which was lost in action during the Tacticool Revolution in the early 21st century.]]&lt;br /&gt;
[[File:CODIWM1ping.jpg|thumb|none|600px|&amp;quot;In space, no one can hear your ping...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DMR-1&amp;quot;===&lt;br /&gt;
A modernized version of the rifle appears as the &amp;quot;DMR-1&amp;quot;, sporting a VLTOR Cluster Rail, cheekpiece with cartridge holders, unusable laser sights, absurdly large muzzle device, and an scope by default, mounted off to the left of the rifle like the M1C and M1D marksman rifles. This version can have its clip ejected when partially empty. The &amp;quot;Spectacle&amp;quot; variant appears to be based on the T26 &amp;quot;Tanker Garand&amp;quot; carbine, with a muzzle device borrowed from a Springfield Armory [[M1A SOCOM 16]]. Unlike the regular M1 Garand you can reload the &amp;quot;DMR-1&amp;quot; before all 8 rounds have been shot.&lt;br /&gt;
[[Image:M1C M84 scope.jpg|thumb|none|500px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:CoDIW DMR-1 Menu.jpg|thumb|none|600px|The &amp;quot;DMR-1&amp;quot; in the beta selection menu. Note the terrible condition of the modern variant compared to the original.]]&lt;br /&gt;
[[File:CODIWDMR-1.jpg|thumb|none|600px|Overlooking Lake Geneva with a reflex-sight equipped &amp;quot;DMR-1&amp;quot;.]]&lt;br /&gt;
[[File:CODIWDMR-1reload.jpg|thumb|none|600px|Inserting the en-bloc clip after some designated-marksmanning.]]&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|450px|Springfield Armory M1A SOCOM 16 - 7.62x51mm (.308 Springfield)]]&lt;br /&gt;
[[File:Cod iw dmr1 spectacle.jpg|thumb|none|600px|The &amp;quot;Spectacle&amp;quot; variant in the Create-a-Class menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EBR-800&amp;quot;===&lt;br /&gt;
The &amp;quot;EBR-800&amp;quot; is a fictitious sniper rifle/assault rifle hybrid based off the M1 Garand. The weapon shoots bolts of energy and is fed by large, side-loading batteries which hold 6 shots in sniper mode. Thanks to the unexplained properties of the energy rounds in this game, simply flipping the scope off to the left and shortening the barrel via no obvious mechanism turns the weapon into a full-auto rifle with 30 shots of energy ammo.&lt;br /&gt;
[[File:Cod iw ebr campaign menu.jpg|thumb|none|600px|The EBR in the campaign loadout menu.]]&lt;br /&gt;
[[File:Cod iw ebr campaign spawn.jpg|thumb|none|600px|Reyes flips his simulated EBR's scope into place upon pickup.]]&lt;br /&gt;
[[File:Cod iw ebr campaign fp sr.jpg|thumb|none|600px|Reyes holds his EBR in sniper mode.]]&lt;br /&gt;
[[File:Cod iw ebr campaign fp reload.jpg|thumb|none|600px|Reyes moves to stick a new battery in his rifle.]]&lt;br /&gt;
[[File:Cod iw ebr campaign fp ar.jpg|thumb|none|600px|Reyes holds the EBR, now in AR mode.]]&lt;br /&gt;
[[File:Cod iw ebr campaign fp holo.jpg|thumb|none|600px|The holographic reticle that serves as the aiming method in AR mode.]]&lt;br /&gt;
[[File:Cod iw ebr campaign stubby.jpg|thumb|none|600px|Reyes spawns into the VR firing range with an EBR equipped with a rectangular ACOG. Without the default scope, the rifle switches modes simply by shortening and extending the barrel; it also does this with the default scope, but it's harder to see, and isn't the focal point of the animation.]]&lt;br /&gt;
[[File:CODIW EBR (2).jpg|thumb|none|600px|Overlooking Mars with an EBR-800 in AR mode with the battery ejected. Note the similarities between this rifle and the ''Bombenschuss'' from ''[[Wolfenstein: The Old Blood]]''.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;NV4&amp;quot;==&lt;br /&gt;
The &amp;quot;NV4&amp;quot; is an assault rifle available in game, essentially a VLTOR/Magpul themed custom built [[M4A1 Carbine]] fitted with various futuristic embellishments (even being referred to as the &amp;quot;M4&amp;quot; in the game files). The custom upper receiver has a VLTOR MUR-1A forward assist, and cutouts on the left side that resemble Battle Arms Development receiver or Gun Point GEN2 receiver. The handguard is based on the VLTOR CASV and is fitted with a pair of futurized AN/PEQ-2 laser modules (neither of which actually do anything). When optics are attached the top one disappears and the side-mounted one changes appearance. The rifle is equipped with a futuristic Magpul MBUS Gen 1 rear sight with illuminated white dots and an ammo counter. The stock is a futuristic take on the Magpul STR, with a sling loop placed on the top, similar to ACE stocks. The pistol grip is based on Magpul MIAD Gen 1, while the magazines are fitted with a futuristic interpretation of the Magpul Ranger Plate. It also has a sling based on Magpul MS3 GEN2. The word &amp;quot;Nova&amp;quot; is inscribed on the side of the weapon, this is perhaps what &amp;quot;NV&amp;quot; stands for in the weapon's name.&lt;br /&gt;
&lt;br /&gt;
The weapon appears on the main cover art for the game, fitted with a suppressor and foregrip. Interestingly, some pieces of official promo art depict the weapon being disassembled by detaching the handguard, barrel, and stock from the receiver, despite one of the more distinctive features of M4 and/or AR-15-pattern rifles being the ability to separate the upper and lower receivers easily for transport and maintenance.&lt;br /&gt;
&lt;br /&gt;
Reloading the &amp;quot;NV4&amp;quot; with the reload-speed-boosting Dexterity perk will have the user flip out the old magazine to the left instead of dropping it out.&lt;br /&gt;
&lt;br /&gt;
On January 12, 2018, the &amp;quot;Honey-B&amp;quot; variant was added via an update. It features an integral suppressor described as modifying the firing characteristics &amp;quot;in a way reminiscent of [[AAC Honey Badger|a particular weapon]] from [[Call of Duty: Ghosts|the past]]&amp;quot;. The model does feature some cosmetic alterations, but none of them actually make it closer in appearance to a real AAC Honey Badger.&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:CODIWNV4menu.jpg|thumb|none|600px|Menu entry of the &amp;quot;NV4&amp;quot;. Note the upper receiver's futuristic cutouts that resemble Battle Arms Development receiver or Gun Point GEN2 receiver, and the futuristic ranger plate on the magazine.]]&lt;br /&gt;
[[File:CODIWNV4charging.jpg|thumb|none|600px|Reyes charges his suppressed space M4 at the start of a virtual reality firing range simulator. Note that the MBUS of the future lack an aiming aperture but have illuminated white dots and an ammo counter. In reality, the lack of an aperture would make the rear sight viable only in very close quarters firefights. Also note the futuristic AN/PEQ-2 laser module and the sling equipped with some kind of a display.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Type-2&amp;quot;==&lt;br /&gt;
The &amp;quot;Type-2&amp;quot; is an energy based rifle heavily resembling the [[Magpul FMG-9]]; the game files indeed refer to it as &amp;quot;FMG&amp;quot;. It can be split into two dual-wielded weapons at the player's discretion. Oddly enough, the P90 magazine-esque energy cell only feeds into the rear of these two weapons, begging the question of how exactly energy is transferred to the front gun when the two are detached.&lt;br /&gt;
[[File:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 in open form- 9x19mm]]&lt;br /&gt;
[[File:CODIWType2.jpg|thumb|none|600px|Menu page of the &amp;quot;Type-2&amp;quot;.]]&lt;br /&gt;
[[File:CODIWType2scan.jpg|thumb|none|600px|Acquiring the Type-2 from a weapons locker.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Volk&amp;quot;==&lt;br /&gt;
An [[AKM]] somewhat resembling the customized AKM from ''[[Elysium#AKM|Elysium]]'' appears as an energy-firing assault rifle known as the &amp;quot;Volk&amp;quot;. It is fairly commonly used by Settlement Defense Front soldiers in campaign. It is referred to as &amp;quot;AKE&amp;quot; in the game files, presumably standing for &amp;quot;Avtomat Kalashnikov Energy&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon has a large polymer barrel shroud with rail mounts, which presumably swaps out the standard barrel and gas system of the AKM for the energy round barrel, positioned slightly below where the barrel is on a normal AKM. The bottom rail has a non functioning laser sight attached to it. A polymer stock, in which the outline of an [[AKS-74]] stock can be seen, is fitted to the weapon, adorned with wires and some sort of battery. The receiver has a top-mounted rail, complete with illuminated sights, along with what appear to be a pair of CPUs. As this weapon is presumably a normal AKM converted to fire energy rounds, these wires, processors and battery packs on the side of the weapon and on the stock may be some of the mechanisms that are normally inside the purpose-built energy weapons, which allow them to fire energy rounds. The magazine is now  made of a translucent polymer, but it remains curved, despite the fact that the energy rounds are visible through the sides and they are visibly rectangular in shape, meaning the curve is only in the magazine in order to make it look more like an AK. Perhaps it is a 7.62x39mm AK mag, adapted to hold energy rounds like the battery packs of other energy weapons in-game. The magazine has a capacity of 28 rounds, but only 10 separate cells can be seen inside the magazine, implying each cell has enough energy for 2-3 shots. Said cells are not ejected when firing, just like every other energy weapon. Furthermore, the magazine well has been modified to the point where a normal AK magazine could no longer fit inside it, as it lacks the necessary locking mechanism found on the real AKM. This modified magwell somewhat resembles a [[G36]] magwell, complete with the release paddle, which is correctly used when reloading. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Retro&amp;quot; and &amp;quot;Vintage&amp;quot; variant converts the weapon to a conventional ballistic weapon, rather than being an energy weapon, this means these variants have access to ballistic weapon attachments, like FMJ or Extended Mags. They also lose the auto-regenerating ammo and shot reflection traits of energy weapons, instead gaining the penetration ability of ballistic weapons.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM (stamped steel receiver with slant muzzle brake) - 7.62x39mm]]&lt;br /&gt;
[[File:CODIWVolk.jpg|thumb|none|600px|Menu entry of the &amp;quot;Volk&amp;quot;.]]&lt;br /&gt;
[[File:CODIWVolkreload.jpg|thumb|none|600px|Reyes reloads his Volk after an annoying gunfight on the Moon terminal that resulted in a lot dangerously weak windows getting shot out into the vacuum of space. Making a futuristic weapon seems to consist of gluing ''the future'' to a normal one in this case, which apparently includes an 80s printer cable.]]&lt;br /&gt;
[[File:CODIWVolkcharging.jpg|thumb|none|600px|Performing an underhand tug of the charging handle.]]&lt;br /&gt;
[[File:CODIWVolkspeedloading.jpg|thumb|none|600px|Andre performs a tactical AK speed reload on the upgraded Volk in Zombies (the Dexterity reload animation), showing off the bizarre energy cartridges.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;X-Eon&amp;quot;==&lt;br /&gt;
First appearing as a VR gun simulator on board the ''Retribution'', this weapon appears to be based on the [[FN SCAR-H]]. It was later added to multiplayer and Zombies as the &amp;quot;X-Eon&amp;quot;; there, it functions as a fully-automatic energy assault rifle which somehow changes its fire rate depending on whether the player aims down the sights or hipfires. Like the NV4, reloading with the Dexterity perk will also show a fancy mag flip.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|425px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDIW X-Eon 01.jpg|thumb|none|600px|A crewmember using the VR gun simulator. An interesting thing to note is that she is the only member who uses this booth and always hogs it before Reyes selects any new mission.]]&lt;br /&gt;
[[File:CODIWSPAS-12.jpg|thumb|none|600px|Observing a moving display belt of weapons, including two X-Eons.]]&lt;br /&gt;
[[File:CoDIW X-Eon 02.jpg|thumb|none|600px|The X-Eon in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Cheyenne Tactical M-200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M-200 Intervention]] appears as a &amp;quot;classic&amp;quot; weapon, where it goes by the moniker &amp;quot;TF-141&amp;quot;, referencing the ''Modern Warfare'' series' fictional Task Force 141.&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M-200 - .408 CheyTac]]&lt;br /&gt;
[[File:CoDIW CheyTac Menu.jpg|thumb|none|600px|The CheyTac M-200 in the beta menu selection.]]&lt;br /&gt;
[[File:CODIWCheytac.jpg|thumb|none|600px|Chamber-checking the CheyTac M-200. Note that the underbarrel carrying handle is now used instead of the magazine as a grip for the supporting hand.]]&lt;br /&gt;
[[File:CODIWCheytacdrone.jpg|thumb|none|600px|A multiplayer character considers sacrificing his spider grenade to the event horizon from ''Interstellar''.]]&lt;br /&gt;
[[File:CODIWCheytaccycling.jpg|thumb|none|600px|Having failed to do so, he offers several .408 rounds instead.]]&lt;br /&gt;
[[File:CODIWCheytacreload.jpg|thumb|none|600px|Reloading the Intervention.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Widowmaker&amp;quot;===&lt;br /&gt;
Another sniper rifle resembling the Intervention also appears, called the &amp;quot;Widowmaker&amp;quot;, and is a truly bizarre sight to behold. Despite only having one barrel, it fires in 2-round bursts from a 12-round magazine (which, given its size in comparison to the casings that the weapon ejects, could barely hold 5); the weapon fires twice with each trigger pull, then the bolt is worked, and two spent casings are ejected from the weapon, along with any last trace of functional conceivability that the weapon might have had. The name seems to be a potential reference to Blizzard's game ''Overwatch'', where a character named Widowmaker wields a (far more functionally plausible) burst-firing sniper rifle.&lt;br /&gt;
[[File:CoDIW Widowmaker Menu.jpg|thumb|none|600px|The &amp;quot;Widowmaker&amp;quot; in the beta menu selection.]]&lt;br /&gt;
[[File:CODIWwidowmaker.jpg|thumb|none|600px|Reloading the &amp;quot;Widowmaker&amp;quot;, which has a Harris bipod among several other minor cosmetic changes.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KBS Longbow&amp;quot;==&lt;br /&gt;
The &amp;quot;KBS Longbow&amp;quot; is a fictional high-powered bolt-action sniper rifle resembling a [[Remington MSR]]. Oddly enough, rather than having a traditional bolt handle, the entire pistol grip is used as a bolt handle pivoting to the right. It is chambered in the fictional &amp;quot;15x120mm&amp;quot; round, as seen when cycling the weapon. The weapon is manufactured by the fictional Kendall Ballistics company, which is presumably what &amp;quot;KBS&amp;quot; stands for.&lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|450px|Remington MSR with Harris bipod, Leupold Mark 4 scope and AAC Titan suppressor - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDIW-KBS-Longbow.jpg|thumb|none|600px|The KBS Longbow in the beta selection menu. Note the unusable bipod and absurdly massive muzzle brake.]]&lt;br /&gt;
[[File:CODIW KBS 1.jpg|thumb|none|600px|Operating the distinct bolt action of the KBS.]]&lt;br /&gt;
[[File:CODIW KBS 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:CODIW KBS 3.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==&amp;quot;Auger&amp;quot;==&lt;br /&gt;
The &amp;quot;Auger&amp;quot; is a portable minigun that was added via an update on March 2, 2017. Is is under the light machine guns class and resembles the [[M134 Minigun]], but with three barrels instead of six, and a side-mounted grip instead of a top-mounted one. It has a holographic sight and a top mounted rail, along with a 64/96 round box belt, depending on if the extended mags attachment is used or not. In Zombies it has 80 and 120 round instead. The weapon fires while the barrels are spooling up, something that should not happen as the electric motor that powers the rotary barrels should make them barrels rotate full speed after a short delay. It also has no visible power source, although future technology may have advanced to the point where the necessary power source can be placed on the weapon, rather then being a separate piece of equipment like on current miniguns The rate of fire is much lower than the real 6,000 RPM of the M134, which makes sense, as lower firerates are more controllable for a soldier using a minigun as a handheld weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Fury&amp;quot; variant grants the player akimbo miniguns, which is as daft as it sounds. The &amp;quot;Primed&amp;quot; and &amp;quot;Pumpkin Pummeler&amp;quot; grant the weapon the ability to immediatly fire at full speed, removing the need to spool the barrels, but the firerate is reduced.&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|450px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDIW-Auger.jpg|thumb|none|600px|The &amp;quot;Auger&amp;quot; in the weapon selection menu. It doesn't look terribly suitable for boring holes into wood or dirt, but it certainly seems helpful for putting them in enemies.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==&amp;quot;DCM-8&amp;quot;==&lt;br /&gt;
The &amp;quot;DCM-8&amp;quot; (presumably pronounced &amp;quot;Decimate&amp;quot;) is a fully-automatic energy shotgun that somewhat resembles the Monolith Arms P-12 prototype, a 12-gauge pump-action shotgun that fed from a box magazine very similar to that of the [[FN P90]]. The weapon in-game also has two cutlass-style pistol grips similar to that of the [[Heckler &amp;amp; Koch XM25]].&lt;br /&gt;
[[File:MonolithP12.jpg|thumb|none|450px|Monolith Arms P-12 shotgun with FN P90 for comparison.]]&lt;br /&gt;
[[File:ATKXM25.jpg|thumb|none|450px|Pre-2015 XM25 pre-production model - 25x40mm.]]&lt;br /&gt;
[[File:CODIWDCM8menu.jpg|thumb|none|600px|Menu entry of the &amp;quot;DCM-8&amp;quot;.]]&lt;br /&gt;
[[File:CODIWDCMscan.jpg|thumb|none|600px|Scanning the DCM-8, showing off the rather large magazine.]]&lt;br /&gt;
[[File:CODIWDCMreload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] appears in game as the &amp;quot;S-Ravage&amp;quot; (referencing well-known COD personality Sandy Ravage) and the &amp;quot;Rack-9&amp;quot;, with the latter having a slightly shortened barrel, no stock, a strange pump handle and heat shield, and a shell-holder. Both are operated exclusively in pump-action. Oddly, a shell is ejected at the start of a reload, despite the pump not being worked and the ejection port not opening.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Smoothbore&amp;quot; variant of the &amp;quot;Rack-9&amp;quot; has a fixed stock and fires slug rounds rather than regular buckshot.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:CoDIW SPAS Menu.jpg|thumb|none|600px|The SPAS-12 in the beta menu selection.]]&lt;br /&gt;
[[File:CODIWSPAS-12.jpg|thumb|none|600px|Observing a moving display belt of weapons, including another SPAS-12. The pickup icon shows the stock as folded.]]&lt;br /&gt;
[[File:CODIWSPAS-12pumping.jpg|thumb|none|600px|Pumping the SPAS-12, which still requires the operator to point it upwards at 11 o'clock for some reason. However, the chamber now properly opens and ejects a shell as opposed to the mess that was in previous Infinity Ward games.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Rack-9&amp;quot;===&lt;br /&gt;
[[File:FSpas12orign.jpg‎|thumb|none|375px|Franchi SPAS-12 with stock removed - 12 gauge]]&lt;br /&gt;
[[File:CoDIW Rack9 Menu.jpg|thumb|none|600px|The &amp;quot;Rack-9&amp;quot; in the beta menu selection.]]&lt;br /&gt;
[[File:CODIW Rack 1.jpg|thumb|none|600px|Looking at a familiar ring world with the &amp;quot;Rack-9&amp;quot;.]]&lt;br /&gt;
[[File:CODWI Rack 2.jpg|thumb|none|600px|Reloading; the animation is the same between both weapons.]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:CoDIW-Rack9-Smoothbore.jpg|thumb|none|600px|The &amp;quot;Smoothbore&amp;quot; variant in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M.2187&amp;quot;==&lt;br /&gt;
The &amp;quot;M.2187&amp;quot; is a futuristic version of the [[Winchester Model 1887]], sawn-off like [[Call of Duty: Modern Warfare 2#Winchester Model 1887|in]] [[Call of Duty: Black Ops#Winchester Model 1887|previous]] [[Call of Duty: Modern Warfare 3#Winchester 1887|games]]. Notably, rather than reloading through the action, the M.2187 reloads by replacing its magazine tubes entirely. It is fitted with a heat shield, side rails with covers and a futuristic sight with hologram reticle. When dual wielded, the player character spin-cocks the weapons like in [[Call of Duty: Modern Warfare 2]], despite the lever loops being too small to facilitate such a move.&lt;br /&gt;
[[File:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge.]]&lt;br /&gt;
[[File:CoDIW-M2187.jpg|thumb|none|600px|This is presumably what would happen [[Terminator 2: Judgement Day#Winchester 1887|if the T-800 could bring weapons back in time with him.]]]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Salvo&amp;quot;===&lt;br /&gt;
The &amp;quot;Salvo&amp;quot; is a three-barreled variant of the M.2187. The receiver and lever returns to a less futuristic form closer to the original [[Winchester Model 1887]], the pistol grip is switched out for a flintlock-styled grip made out of what's apparently ivory, two additional barrels are added, and the M.2187's detachable magazine is retained. The weapon is engraved throughout its barrel and receiver. The barrels and the pistol grip are apparently inspired by a 19th century four-barreled flintlock pistol of possible Indian or Ottoman origin which was auctioned by Sotheby's in 2012.&lt;br /&gt;
&lt;br /&gt;
The lever action is also shown to rotate the barrels and extract spent shells after each shot. As the shotgun was meant to be used with the &amp;quot;Tri-barrel&amp;quot; attachment which allows it to fire its three barrels simultaneously, the lever action extracts three spent shells after each shot and chambers three fresh shells. In an apparent goof, these animations are also reused on the basic single shot mode resulting in extracting/chambering three shells after only one shell having been fired. However, when used in dual wield mode, it operates as a proper M1887 ejecting only one spent shell without rotating the barrels at all. In reality, this kind of antique multi-barreled weapons were usually hand-rotated.&lt;br /&gt;
&lt;br /&gt;
[[File:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge]]&lt;br /&gt;
[[File:Four-barreled Indo-Persian flintlock.jpg|thumb|none|375px|19th century Indian or Ottoman four-barreled flintlock pistol with ivory handle.]]&lt;br /&gt;
[[File:CoDIW-M2187-Salvo.jpg|thumb|none|600px|Preview of the &amp;quot;Salvo&amp;quot; variant. Note the engraved barrels and ivory grip based on the aforementioned [http://www.sothebys.com/en/auctions/ecatalogue/lot.603.html/2012/arts-of-the-islamic-world Oriental flintlock pistol auctioned by Sotheby's].]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Reaver&amp;quot;==&lt;br /&gt;
The &amp;quot;Reaver&amp;quot; is a fictional semi-automatic shotgun heavily resembling the [[Kel-Tec KSG]], with a 10-round helical magazine similar in appearance to the [[SRM Arms 1200 Series Shotguns|SRM Arms M1212]]'s quad-tube system.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:SRM 1212.jpg|thumb|none|450px|SRM Arms Model 1212 - 12 gauge]]&lt;br /&gt;
[[File:CODIWReavermenu.jpg|thumb|none|600px|&amp;quot;Reaver&amp;quot; menu entry in singleplayer.]]&lt;br /&gt;
[[File:CODIWReaverreload.jpg|thumb|none|600px|Reloading the massive helical magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The underbarrel [[FN 40GL]] returns from ''Call of Duty: Ghosts''. It still has no trigger, and this time it is solely integrated to the Beretta ARX-160.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL / Mk 13 Mod 0 - 40x46mm]]&lt;br /&gt;
[[File:CoDIW ARX Menu.jpg|thumb|none|600px|The ARX-160/40GL combo in the beta weapon selection menu. Much to the frustration of some players in multiplayer, the grenade launcher's lack of a trigger doesn't make it any less effective.]]&lt;br /&gt;
[[File:CODIWGLX.jpg|thumb|none|600px|Aiming the FN Mk 13 at the sushi bar that replaced Burgertown in the Terminal remake.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Howitzer&amp;quot;==&lt;br /&gt;
The &amp;quot;Howitzer&amp;quot; grenade launcher bears a striking resemblance to the [[China Lake Launcher]], with a similar silhouette, the same pump-action cycling method and the same 3-round capacity. The ladder sight lacks the front sight, instead the ladder sight acts as a housing for a holographic optic, and it is angled at 45 degrees. A Magpul M4-esque stock is seen on the weapon.&lt;br /&gt;
[[File:China Lake.jpg|thumb|none|450px|China Lake Launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Spartan SA3&amp;quot;==&lt;br /&gt;
The &amp;quot;Spartan SA3&amp;quot; is a fictional rocket launcher resembling the [[Carl Gustav M3]]. The weapon in-game is muzzle-loaded, unlike the actual Gustav that has a breech-loading casing system.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:CoDIW-SpartanSA3.jpg|thumb|none|600px|The &amp;quot;Spartan SA3&amp;quot; in the beta selection menu. Note the integrated optical sight and diagonally-tilted forward pistol grip.]]&lt;br /&gt;
[[File:CODIWSpartanreload.jpg|thumb|none|600px|Reyes loads a warhead into the Spartan SA3...]]&lt;br /&gt;
[[File:CODIWSpartantap.jpg|thumb|none|600px|...and then wonders if now is a good time to pull the trigger.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The &amp;quot;Blitzkrieg&amp;quot; variant of the MP28 is fitted with a flamethrower-looking device that appears to be a pneumatic launcher, which mounts an M1 rifle grenade adapter and allows it to fire a [[Mk 2 hand grenade]]. an Mk 2 hand grenade is also seen in the &amp;quot;Sunset&amp;quot; calling card.&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|350px|none|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|200px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:CoDIW-MP28-GL.jpg|thumb|none|600px|It isn't clear who thought any part of this was a good idea.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Generic AK==&lt;br /&gt;
A generic AK most closely matching a [[Norinco Type 56]] is depicted in the &amp;quot;Assassin&amp;quot; calling card.&lt;br /&gt;
[[File:Type56Standard.jpg|thumb|none|450px|Norinco Type 56 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] configuration from ''[[Modern Warfare 2]]'' is seen in &amp;quot;The Gulag&amp;quot; and &amp;quot;The Only Easy Day...&amp;quot; calling cards. A more generic M4A1 resembling the NV4 build is seen in the &amp;quot;Killer Tunes&amp;quot; calling card.&lt;br /&gt;
[[File:Tokyo_Marui_M4_S-System.jpg|thumb|none|450px|'''Airsoft''' Tokyo Marui M4A1 S-System]]&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|450px|M4A1 without carry handle - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
Two [[Colt Single Action Army]]s are depicted in the &amp;quot;Gunfighter&amp;quot; calling card.&lt;br /&gt;
[[File:ColtSingleActionArmy.jpg|thumb|none|350px|Colt Single Action Army with 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
A generic [[sawn-off double barreled shotgun]] is seen in the &amp;quot;Sawn-Off&amp;quot; calling card.&lt;br /&gt;
[[File:Remington_SBS.jpg|thumb|none|450px|Sawn-off Remington Spartan - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
What looks like a [[Barrett M107]] is featured in the &amp;quot;Boomstick&amp;quot; calling card.&lt;br /&gt;
[[File:Berrett_M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Percussion Cap Pistol==&lt;br /&gt;
A pair of double barrelled Percussion Cap Pistols are depicted in &amp;quot;The Original Akimbo&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
==Model 1874 Gatling Gun==&lt;br /&gt;
The 1874 model [[Gatling Gun]] is featured in the aptly named &amp;quot;Handcrank&amp;quot; calling card.&lt;br /&gt;
[[File:Gatling.jpg|thumb|none|300px|Colt Gatling Gun with Bruce Feed Guide - .45-70]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Face Melter&amp;quot;==&lt;br /&gt;
The &amp;quot;Face Melter&amp;quot; from the Zombies mode is loosely inspired by the NES Zapper.&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1545280</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1545280"/>
		<updated>2023-01-06T16:59:57Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Steyr AUG HBAR-T */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel, as well as the slanted compensator cuts.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim foreends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is firing Dragon's Breath shells with no issues; while the M4 can fire Dragon's Breath shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:MWII AK underfolding.jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Honey Badger / SIG-Sauer MCX hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is briefly available in singleplayer during the opening mission (with the “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captian Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground in the Dark Water pre-release gameplay video, left. In the final game, Soap is holding a Vector, likely for consistency as the Mk 14 transforms to the Vector after the cinematic during the pre-release gameplay.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .300 Winchester Magnum.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. &lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features). It can also equip a fictional 100 round PMAG as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR variants, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently with both airframes' M230 autocannons - though only the one in the actual correct mounting position is actually used.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1545276</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1545276"/>
		<updated>2023-01-06T16:02:14Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Benelli M4 Super 90 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel, as well as the slanted compensator cuts.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim foreends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is firing Dragon's Breath shells with no issues; while the M4 can fire Dragon's Breath shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:MWII AK underfolding.jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Honey Badger / SIG-Sauer MCX hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is briefly available in singleplayer during the opening mission (with the “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captian Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground in the Dark Water pre-release gameplay video, left. In the final game, Soap is holding a Vector, likely for consistency as the Mk 14 transforms to the Vector after the cinematic during the pre-release gameplay.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .300 Winchester Magnum.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. &lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR variants, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently with both airframes' M230 autocannons - though only the one in the actual correct mounting position is actually used.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Vanguard&amp;diff=1541393</id>
		<title>Call of Duty: Vanguard</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Vanguard&amp;diff=1541393"/>
		<updated>2022-12-14T17:02:22Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* FN F2000 Tactical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Vanguard&lt;br /&gt;
|picture=Codvanguardcover1.jpg&lt;br /&gt;
|caption=''Cover Artwork''&lt;br /&gt;
|date=November 5, 2021&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Vanguard''''' is a first person shooter developed by Sledgehammer Games and published by Activision. It was released on November 5th, 2021 for Xbox One and Series S/X, PlayStation 4 and 5 and Microsoft Windows. It is the eighteenth game in the ''Call of Duty'' franchise and the sixth main WWII title in the series, following Sledgehammer's previous game, ''[[Call of Duty: WWII]]''. It features a campaign mode with characters from multiple Allied countries fighting on the Western, Eastern, African and Pacific fronts. It also has a Zombies mode, which is developed by Treyarch instead of Sledgehammer.&lt;br /&gt;
&lt;br /&gt;
Most of the post-release weapons added to the game are anachronistic to ''Vanguard'''s base WWII setting, though its Warzone live-service story ventures into the 1960s.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Like ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' and ''[[Call of Duty: Black Ops Cold War|Black Ops Cold War]]'', Vanguard uses the Gunsmith system for its weapon attachments and customization, this time however, the mod slots have been increased from 5 in previous games to 10, allowing more attachments to be equipped on the weapon on a single time (but with attachments only serving a minor benefit compared to previous titles). Magazines/Calibers and ammunition type can be changed individually compared to the earlier games, instead of restricting the caliber to its own magazine. Weapon perks are expanded under two separate modifications, weapon proficiencies and weapon kits. As with ''BOCW'', attachments once again feature poor attachment descriptions, inaccuracies, anachronisms and functions that would simply not work that way in real life.&lt;br /&gt;
&lt;br /&gt;
Caliber conversions return from ''Modern Warfare'' and are a bit more ludicrous, such as converting LMGs to fire .50 BMG rounds (which would be way too big to fit in them at all). Also returning are different ammunition types, ranging from incendiary rounds to frangible rounds. Many of the automatic weapons feature select-fire modes between semi and fully-automatic; this is inaccurate as several are full-auto only in real life.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that prior to Season 3 of the game, almost all &amp;quot;fast/speed mag&amp;quot; attachments decrease magazine capacity, it was eventually changed after the update as fast magazines now hold the same rounds as with the base gun. While it corrected some weapons that used to hold too low of a capacity compared to the model, it made others incorrect as a result. Machine gun &amp;quot;fast mags&amp;quot; that have damage benefits are not changed.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
All pistols are held with a modern proper two-handed grip, a technique not practised during WWII, making it anachronistic. One-handed &amp;quot;point-shooting&amp;quot; and teacup grips were the norm in that era. However, they are held one-handed when using the akimbo proficiency, but dual-wielding was not practised during the war either.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The [[Colt M1911]] appears under the &amp;quot;1911&amp;quot; name and has an 8-round magazine by default, which is anachronistic, as 8-round magazines did not exist for the M1911 in WWII. A more appropriate choice for WWII would be the updated [[M1911A1]] variant with a 7 round magazine. Magazine options include a 8 round speed mag (which used to hold 5 rounds before Season 3 began) and an 18 round extended magazine based on the [https://medium.com/war-is-boring/in-the-1930s-you-could-legally-turn-your-colt-1911-into-a-carbine-c152724d4430 .45 ACP extended magazine] made by Monarch Arms &amp;amp; Manufacturing Sales in the 20s and 30s. The &amp;quot;Cooper Full-Auto&amp;quot; barrel tuns the weapon into a machine pistol, with the &amp;quot;Strife Compensator&amp;quot; attachment and the 18 round magazine creating a resemblance to Lebman's machine pistols (such as the one famously used by John Dillinger), minus the Thompson foregrip and stock found on some examples. While 9mm conversions (and clones) of the M1911/M1911A1 exist after WWII, a .30 Russian Short (7.62x39mm) conversion would simply be absurd.&lt;br /&gt;
&lt;br /&gt;
Fired casings have struck primers, seen if you look at an ejected case on the ground.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|350px|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:Codvancolt1.jpg|thumb|none|600px|A tail gunner shoots down a Zero fighter plane with his M1911 pistol. This is a loose reference to a real feat during the war by Owen J. Baggett, who shot down a Zero with an M1911 pistol while parachuting. Note the weapon is shown as double-action only, and the hammer never moves while firing.]]&lt;br /&gt;
[[File:Vanguard Field Mic.jpg|thumb|none|600px|An M1911 lying next to the Field Mic field upgrade; this one's hammer is correctly cocked.]]&lt;br /&gt;
[[File:Vanguard M1911 (1).jpg|thumb|none|600px|The M1911 pistol, note the slanted slide serrations and the grips stylized with only one diamond instead of two.]]&lt;br /&gt;
[[File:Vanguard1911presscheck1.jpg|thumb|none|600px|Performing a press check very similar to the one in ''Modern Warfare'' during the equip animation; this is another technique that wouldn't see widespread use for many years after the war.]]&lt;br /&gt;
[[File:CODV M1911 (1).jpg|thumb|none|600px|The M1911 pistol in the Warzone Caldera mode.]]&lt;br /&gt;
[[File:CODV M1911 (2).jpg|thumb|none|600px|Aiming reveals it has somewhat cropped iron sights by default.]]&lt;br /&gt;
[[File:CODV M1911 (3).jpg|thumb|none|600px|Changing out mags tacticool style...]]&lt;br /&gt;
[[File:CODV M1911 (4).jpg|thumb|none|600px|...and the M1911's empty reload, of more typical style.]]&lt;br /&gt;
[[File:.38Super1911MachinePistol.jpg|thumb|none|350px|The real-life John Dillinger's .38 Super M1911A1 Machine Pistol.]]&lt;br /&gt;
[[File: VanguardFauxLebman1911(2021).jpeg|thumb|none|600px|In game model of a faux Lebman M1911 in .38 Super. Note the extended magazine that was made for the 1911 in limited numbers and the lack of the Thompson-esque front-end grip.]]&lt;br /&gt;
&lt;br /&gt;
==Dumonthier Cutlass Revolver==&lt;br /&gt;
A Dumonthier Cutlass Revolver was added with Season 5 as the &amp;quot;Valois Revolver&amp;quot;, chambered in .45 ACP as a stand-in for 11mm Pinfire. It is a combination based on a [https://www.aaawt.com/html/firearms/f846.html handgun] sold by Antique Associates at West Townsend and another [https://twitter.com/doctorow/status/1356374594957967361 example] auctioned by Rock Island Auction. It does not come nor support with any attachments (beyond its functional, pre-attached bayonet) or even weapon perks (as a result, it cannot be dual-wielded unlike every other handgun). The use of a revolver from the 1900s during WWII or post-WWII would be obviously unlikely.&lt;br /&gt;
[[File:CoDVanguard-Valois1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Valois2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Valois3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Valois4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is available in-game as the &amp;quot;Klauser&amp;quot;. While it was replaced by the [[Walther P38]] in 1938, Lugers saw widespread usage on many fronts, including a production run of guns made by Mauser in 1942. In the campaign, it is seen in the hands of both the Germans and Japanese. The front sights are currently misaligned. The 32 round ''Trommelmagazin 08'' is available for the weapon (under the name &amp;quot;9mm 12 Round Mags&amp;quot;), incorrectly only holding 12 rounds. Additionally, US Army trial versions of the Luger were rechambered for .45 ACP, which is possible in-game with the &amp;quot;.45 ACP 8 Round Mags&amp;quot; or &amp;quot;.45 ACP 12 Round Mags&amp;quot; (the latter is also a ''Trommelmagazin'', but fitted with a sling wrapped around the winding arm of the drum, which would prevent it from feeding into the chamber), however the pistol still lacks the grip safety and slightly longer barrel the trial Lugers had. The &amp;quot;Fitzherbert 200mm BL&amp;quot; barrel is a significantly shortened [[Luger Carbine]] barrel, although stocks are not an option for pistols, so a full mock-up of the Carbine is not possible.&lt;br /&gt;
&lt;br /&gt;
The Luger also appears in the artwork for the Dead Silence field upgrade, fitted with a suppressor.&lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|350px|Luger P08 - 9x19mm. This is a 1917 dated handgun, thus it is a World War One firearm.]]&lt;br /&gt;
[[File:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[File:CODV P08 1.jpg|thumb|none|600px|A German tank commander with his Luger.]]&lt;br /&gt;
[[File:CODV Luger (1).jpg|thumb|none|600px|Inspecting some refinery tanks with the P.08, held with a two-handed grip.]]&lt;br /&gt;
[[File:CODV Luger (2).jpg|thumb|none|600px|The Luger has a fairly accurate set of sights.]]&lt;br /&gt;
[[File:CODV Luger (3).jpg|thumb|none|600px|Reloading the eight round magazine from empty.]]&lt;br /&gt;
[[File:CODV Luger (4).jpg|thumb|none|600px|Pinching the toggle locks to chamber the pistol.]]&lt;br /&gt;
[[File:Vanguard Dead Silence.jpg|thumb|none|600px|The Luger in the Dead Silence artwork, fitted with a long suppressor; note the seemingly fictional metal-bottomed grips and strange, thick trigger guard. It's also not entirely clear what the suppressor is actually attached to, given that a Luger's barrel ends more or less exactly where the in-game suppressor starts, with no room for threading.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
As in ''[[Call of Duty: WWII|WWII]]'', a hybrid of different [[Mauser C96]] pistols appears, listed under the generic moniker of &amp;quot;Machine Pistol&amp;quot;. It has the general appearance of the M1930 model of the C96, and is full-auto with detachable magazines like the M712 Schnellfeuer, despite lacking a selector switch, and also has a &amp;quot;Red 9&amp;quot; grip (despite not being chambered in 9mm by default). It uses &amp;quot;.30 Klauser&amp;quot; ammunition in 10 round magazines (&amp;quot;.30 Jaeger&amp;quot; during the Beta), a rename of .30 Mauser (i.e. 7.63x25mm Mauser) per Activision's new tendencies to avoid any real equipment names.&lt;br /&gt;
&lt;br /&gt;
A 20 round magazine is available as the &amp;quot;7.62 Gorenko Extended Mags&amp;quot; attachment, holding an incorrect 40 rounds of 7.62x25mm Tokarev (which has a copyright free &amp;quot;Gorenko&amp;quot; name in the Gunsmith instead). The C96 can fire the 7.62x25mm Tokarev round, but doing so is not recommended as it can damage the pistol. The &amp;quot;9mm Extended Mags&amp;quot; uses a fictional magazine that appears to hold 14 rounds. Of note is that Yugoslavia manufactured 9mm M712 pistols, making the caliber correct, but not the capacity. The &amp;quot;VDD 140mm HE&amp;quot; barrel gives it a shorter version of the barrel seen on the [[M1917 Trench Carbine]].&lt;br /&gt;
&lt;br /&gt;
Oddly, the beta version of the C96 mashup had additional magazine options (as well as different names for the ones that stayed for the full release, such as &amp;quot;Tokarev&amp;quot; changing to &amp;quot;Gorenko&amp;quot;) - an 8 round 9x19mm &amp;quot;fast mag&amp;quot; that is reloaded with 10-round stripper clips (''somehow'' being faster than reloading with magazines) and &amp;quot;8mm Nambu&amp;quot; 20 round magazines, a caliber that the C96 never used.&lt;br /&gt;
[[File:Mauser C96 M1930.jpg|thumb|none|400px|Mauser C96 M1930 - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser M712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96MauserRed9.jpg|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Vanguard C96 (1).jpg|thumb|none|600px|The default Mauser in Gunsmith.]]&lt;br /&gt;
[[File: VanguardM712Schnellfeuer(2021).jpeg|thumb|none|600px|Gunsmith representation of an M712 Schnellfeuer fitted with a 20-round magazine, but still lacking the selector switch.]]&lt;br /&gt;
[[File:CoDVanguard-C96-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:M1917Trench.jpg|thumb|none|450px|Mauser M1917 Trench Carbine with 40-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDVanguard-C96-7.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-8.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] appears as the &amp;quot;RATT&amp;quot;, presumably taking the TT from the pistol's actual name. It incorrectly holds 9 rounds by default instead of the correct 8. The model's default trigger has a non-standard hole cutout in it, though some of the replacement trigger customizations resemble the correct style. All suppressors humorously block the ironsights. The TT pistol in-game can accept .45 ACP 12-round magazines, a caliber that the TT pistol (or its copies) cannot chamber.&lt;br /&gt;
&lt;br /&gt;
In the beta, the rear sight and recoil spring plug weren't attached to the slide, and floated in place when it moved back, but this was fixed for release.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 (pre-1947) - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Vanguard TT (1).jpg|thumb|none|600px|Previewing the TT pistol in the beta; note the oddly-shaped trigger guard, checkered grip panels, slide with 5 grasping serrations instead of 7, and rather concerning lack of a trigger.]]&lt;br /&gt;
[[File:CODV TT (1).jpg|thumb|none|600px|Holding down a billiards room with the TT, Russian mob style.]]&lt;br /&gt;
[[File:CODV TT (2).jpg|thumb|none|600px|The Tokarev's sights.]]&lt;br /&gt;
[[File:CODV TT (3).jpg|thumb|none|600px|Palming a mag in on the normal reload.]]&lt;br /&gt;
[[File:CODV TT (4).jpg|thumb|none|600px|Actuating the slide catch from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Norinco Type 54 / Model 213===&lt;br /&gt;
Equipping the &amp;quot;9mm Fast Mag&amp;quot; or the &amp;quot;9mm Extended Mags&amp;quot; turns the pistol into a [[Norinco Type 54 / Model 213]], minus the manual safety. The Type 54 / Model 213 was made in 1951 onwards, making the 9mm conversions anachronistic for the majority of the maps. Note both magazines have incorrect capacities of 9 (6 prior to Season 3) and 18 respectively, instead of the correct 8 for the time period. The extended mag also has an incorrect capacity of 18 - real extended Model 213A pistols has a capacity of 14.&lt;br /&gt;
&lt;br /&gt;
[[File:Tokarev NorincoM213B.jpg‎|thumb|none|350px|Norinco Type 54 Model 213 with blued finish - 9x19mm. This is a screen used pistol from ''[[Rush Hour]]'']]&lt;br /&gt;
&lt;br /&gt;
==Webley Mark VI==&lt;br /&gt;
The [[Webley Mk VI]] appears in ''Vanguard'', simply called the &amp;quot;Top Break&amp;quot; due to its break-action chamber. It is shown using .45 ACP ammunition (anachronistic for the WWII campaign, as the .45 ACP modifications for Webley revolvers were made after the war). It can also be rechambered in 9mm and &amp;quot;.30 Russian Short&amp;quot; (7.62x39mm). It can be fired in single-action, although it doesn't even have an animation change (with the hammer magically cocking itself without the user thumbing it back) and makes no difference to the weapon's performance. A suppressor can incorrectly be used with the revolver, something which is impossible in real-life due to the lack of a gas seal.&lt;br /&gt;
&lt;br /&gt;
The initial draw animation for the akimbo Webleys features a cowboy-esque spin of the left revolver. As for the break-action nature of the revolver, the game fudges it by simply thrusting down with the revolver in the character's hand, without pressing the latch to open the revolver up, followed by the equally impossible speedloader reload off-screen, as is tradition for ''Call of Duty''.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[File:Webley Mark VI 4 inch.jpg|thumb|none|350px|Webley Mk VI with 4&amp;quot; barrel - .455 Webley]]&lt;br /&gt;
[[File:CODV MkVI (1).jpg|thumb|none|600px|Arthur Kingsley observes an old car with his Webley.]]&lt;br /&gt;
[[File:CODV MkVI (2).jpg|thumb|none|600px|Aiming upon another house, with the sickly green gas cloud in the background.]]&lt;br /&gt;
[[File:CODV MkVI (3).jpg|thumb|none|600px|Opening and ejecting out the wafer-clip .45 cartridges.]]&lt;br /&gt;
[[File:CODV MkVI (4).jpg|thumb|none|600px|In with a new set...]]&lt;br /&gt;
[[File:CODV MkVI (5).jpg|thumb|none|600px|...and closing the Webley up.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Armaguerra OG-43==&lt;br /&gt;
The [[Armaguerra OG-43]] was added in Season 2, as the &amp;quot;Armaguerra 43&amp;quot;. While not anachronistic, the use of the OG-43 is very unlikely, given the small number of prototypes existed in real life, and it's exclusively chambered in 9mm, not 7.62x39mm or even 7.92×33mm Kurz (&amp;quot;8mm Kurz&amp;quot; in-game) intermediate rifle calibers.&lt;br /&gt;
&lt;br /&gt;
[[File:Og43.jpg|thumb|none|450px|Armaguerra OG-43 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codvanog43.jpg|thumb|none|600px|Image of the in-game OG-43.]]&lt;br /&gt;
&lt;br /&gt;
==BSA Welgun==&lt;br /&gt;
The [[Welgun|BSA Welgun]] was added in Season 1. It is erroneously shown with a stamped wire charging handle on the right side of the bolt; the real weapon lacked a charging handle (to make construction simpler, and reduce the weapon's width), the user instead simply grabbing the bolt itself and racking it somewhat like a pistol slide (hence why the bolt is serrated and exposed on both sides of the receiver). The magazine well's markings also appear to come from the [[M3 Grease Gun]], reading &amp;quot;SUB-MACH.GUN&amp;quot; and &amp;quot;CAL .4'''6''' M3&amp;quot;; one of the magazine options (a 48-rounder in 7.62x25mm Tokarev) even appears to be an M3's magazine. The other options include two .45 ACP magazines (a 20-rounder that appears to be an [[M1 Carbine]] magazine, which is both too small for 20 rounds of .45 and too long front-to-back to actually fit in the magazine well - bizarrely, this length appears to be filled completely with some sort of spitzer-pointed rifle cartridge that definitely isn't .45 ACP, and a 48-rounder that has an oversized ''Trommelmagazin 08'' attached to a long feed tower, with an inexplicable backwards slant), and a 64-round 9mm magazine (similar to the .45 drum, but with two drums joined together similarly to an [[MG15]] drum). It also fires considerably faster in-game than in reality, with the real weapon clocking in at about 500 RPM.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, several of the weapon's attachments come from different submachine guns entirely (and anachronistic ones at that); the &amp;quot;120mm Gawain Short&amp;quot; barrel and &amp;quot;SA 43 Folding&amp;quot;/&amp;quot;SA 43M Pack&amp;quot; stocks appear to be taken from the [[Carl Gustav M/45]], while the &amp;quot;Gawain Skeletal&amp;quot; stock and &amp;quot;320mm SA Shrouded&amp;quot; and &amp;quot;300mm Wilkie Custom&amp;quot; barrels are from production Sterling variants (the former barrel being from a [[Sterling L2A3]], and the latter being a slightly shorter version of an [[Sterling#Sterling Mk.5 / L34A1|L34A1]]'s).&lt;br /&gt;
[[File:Welgun.jpg|thumb|none|400px|Birmingham Small Arms Welgun - 9x19mm Parabellum]]&lt;br /&gt;
[[File:VanguardWelgun1.jpg|thumb|none|600px|Stock Welgun]]&lt;br /&gt;
[[File:CODV Welgun (1).jpg|thumb|none|600px|The Welgun in Warzone deathmatch.]]&lt;br /&gt;
[[File:CODV Welgun (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:CODV Welgun (3).jpg|thumb|none|600px|Reloading from empty, with the bolt forward.]]&lt;br /&gt;
[[File:CODV Welgun (4).jpg|thumb|none|600px|Pulling it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf m/45==&lt;br /&gt;
A [[Carl Gustaf m/45]] with a shortened receiver and stock was added during Season 3 as the &amp;quot;H4 Blixen&amp;quot;. .45 ACP and 7.62x25mm Tokarev chamberings do not exist for the m/45 or its copies.&lt;br /&gt;
&lt;br /&gt;
[[File:AM.029788.jpg|thumb|none|400px|Carl Gustaf m/45B - 9x19mm]]&lt;br /&gt;
[[File:CODV m45 (1).jpg|thumb|none|600px|Holding the stubby Carl G SMG upon a particularly suspect wall.]]&lt;br /&gt;
[[File:CODV m45 (2).jpg|thumb|none|600px|The iron sights of the Swedish K.]]&lt;br /&gt;
[[File:CODV m45 (3).jpg|thumb|none|600px|The m/45's reload.]]&lt;br /&gt;
[[File:CODV m45 (4).jpg|thumb|none|600px|Tugging the bolt back with the trigger finger.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi LF-57==&lt;br /&gt;
The [[Franchi LF-57]] was added in Season 4 as the &amp;quot;Marco 5&amp;quot;. It can be dual-wielded. It is anachronistic to the original World War II setting (being developed in 1956), though most of the seasonal weapons added to the game are moreso set in the Warzone live service story that goes into the 1960s. &lt;br /&gt;
[[File:Franchi lf57-2.jpg|thumb|none|450px|Franchi LF-57 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] appears as the &amp;quot;M1928&amp;quot;, fitted with a 50 drum magazine by default, which is impossible for the M1 Thompsons (but is possible on actual M1928 Thompsons). An extended drum attachment holds 100 rounds, which do exist but never saw adoption in WWII. The initial draw animation involves the player character locking open the bolt, then flicking the safety off (although it never moves and is always pointed at fire). In the beta, a conversion to .30-06 was available, based on [[:File:Thompson .30-06.jpg|this image]] of a prototype M1A1 in .30-06, though the in-game version lacks the necessary lengthened receiver and recoil spring tube of the real prototype. At the time of the official release, this conversion has been removed and replaced with a “30 round fast mag”, which gives the gun 30 round box magazines. This however was incorrectly changed to 50 rounds (as with the drum magazine) after the Season 3 update, for the usual balance changes. Interestingly, while the Cutts compensator is available in game, it is currently not available on the Thompson. Other customization options include the ability to remove the stock, the iconic forward pistol grip, and the M1928 Thompson iron sights, both flipped up and down as different attachments.&lt;br /&gt;
&lt;br /&gt;
In a December 2021 update, the Warzone incarnation of the weapon was bizarrely renamed to &amp;quot;M1912&amp;quot;, despite the first Thompson prototype only appearing in 1917 and the M1A1 appearing in the later years of WWII. The name was eventually reverted to &amp;quot;M1928&amp;quot; in a May 2022 update.&lt;br /&gt;
[[File:Tommy m1.jpg|thumb|none|450px|M1A1 Thompson with 20-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎|thumb|none|450px|M1928A1 Thompson with 50-round drum magazine, for reference - .45 ACP]]&lt;br /&gt;
[[File:CODV thompson 1.jpg|thumb|none|601px|The M1A1 Thompson with a drum magazine in Warzone. Despite the gun having a handguard, the player character holds it by the drum like the PPSh.]]&lt;br /&gt;
[[File:CODV thompson 2.jpg|thumb|none|601px|The Thompson's sights.]]&lt;br /&gt;
[[File:CODV Thompson (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:CODV thomspon 4.jpg|thumb|none|600px|Reloading from empty - about to swap out the drum magazines like they're thin magazines.]]&lt;br /&gt;
[[File:CODV thompson 3.jpg|thumb|none|601px|Lining in the new one.]]&lt;br /&gt;
[[File: VanguardProperM1A1Thompson(2021).jpeg|thumb|none|600px|A proper M1A1 Thompson fitted with a 30 round box magazine (though changed to 50 rounds post-Season 3).]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is an SMG available in the game. The ''Trommelmagazin 08'' from the Luger is incorrectly available as an extended drum magazine for the weapon, somehow holding 64 rounds. It can also be equipped with 24-round (which holds 32 rounds after the Season 3 update) &amp;quot;fast mags&amp;quot;, or rechambered in 7.62x25mm Tokarev or 7.92x33mm Kurz.&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODVanguard PromoArt MP40.jpg|thumb|none|600px|The MP40 held in first-person, as seen in the promotional art. Compared to previous depictions of the MP40 in the series, the player character holds the MP40 by the magazine well instead of grasping the magazine itself; the latter option is likely to cause a malfunction.]]&lt;br /&gt;
[[File:Codvanmp401.jpg|thumb|none|600px|A soldier fires his MP40 in the Champion Hill mode.]]&lt;br /&gt;
[[File:Vanguardgermanguardmp401.jpg|thumb|none|600px|A German guard holds the MP40 on Lieutenant Arthur Kingsley.]]&lt;br /&gt;
[[File:CODV MP40 (1).jpg|thumb|none|600px|Arthur with his own MP40 in the hostile rent-a-garage area on Caldera.]]&lt;br /&gt;
[[File:CODV MP40 (2).jpg|thumb|none|600px|The MP40's irons against the rocks.]]&lt;br /&gt;
[[File:CODV MP40 (3).jpg|thumb|none|600px|Notching the bolt back on the full reload.]]&lt;br /&gt;
[[File:CODV MP40 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:CODV MP40 (5).jpg|thumb|none|600px|And sending it back into battery.]]&lt;br /&gt;
[[File:Vanguard Armor Plates.jpg|thumb|none|600px|The artwork for the Armor Plates field upgrade (yet another anachronism, in terms of its effectiveness if nothing else) features an MP40 prominently, along with a couple other tools that would probably render the field upgrade in question largely irrelevant.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;VDD 34M&amp;quot; stock adds an old Bergmann-style rifle wood stock, effectively turning the weapon into the [[MP41]] (though it retains the MP40's underbarrel resting plate).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shredder&amp;quot; submachine gun in the Frontline weapons pack is a blueprint for the [[MP40]], turning it into a heavily customized MP41. It also briefly appears in the Alpha trailer, kitted out with a skeleton Thompson grip, an [[MP18]] barrel and a magazine similar in design to the ''Trommelmagazin 08''.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|none|450px|MP41 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codfrontline1.jpg|thumb|none|600px|The custom MP41 on top, painted with Splittertarn camouflage and added M1921 Thompson foregrip, along with a barrel resembling the [[MP18]] barrel and a Glasvisier 16 scope.]]&lt;br /&gt;
[[File:Codvanmp411.jpg|thumb|none|600px|A soldier holds a heavily customized MP41 in the Champion Hill mode.]]&lt;br /&gt;
[[File: VanguardMP41(2021).jpeg|thumb|none|600px|Gunsmith view of the MP41.]]&lt;br /&gt;
&lt;br /&gt;
==Owen Gun==&lt;br /&gt;
The [[Owen Gun]] is carried by 2nd Lieutenant Riggs as his main weapon of choice throughout the campaign. For whatever reason, its model is mirrored, with the charging handle and sights on the left side instead of the right. One of the stock attachments gives the gun an Owen MKII stock.&lt;br /&gt;
[[File:Owen MkI 1942.jpg|thumb|none|450px|Owen Mk I - 9x19mm Parabellum. This is an earlier version of the Owen gun, featuring a finned barrel, early wireframe stock (some wireframe stocks have a clip that holds an oil bottle), and solid trigger housing. The parkerized finish is a post-war refurbishment.]]&lt;br /&gt;
[[File:Codvanowen1.jpg|thumb|none|600px|The Owen slung on Riggs' back when he opens the train doors.]]&lt;br /&gt;
[[File:VanguardOwenTobruk0.jpg|thumb|none|600px|Lucas Riggs brushes off his inverted Owen during the intro of the 1941 Tobruk level...]]&lt;br /&gt;
[[File:VanguardOwenTobruk1.jpg|thumb|none|600px|...then checks its magazine.]]&lt;br /&gt;
[[File:CODV Owen (1).jpg|thumb|none|600px|The Owen Gun in Warzone.]]&lt;br /&gt;
[[File:CODV Owen (2).jpg|thumb|none|600px|Aiming with the mirrored sights.]]&lt;br /&gt;
[[File:CODV Owen (3).jpg|thumb|none|600px|Inserting a new magazine on the reload.]]&lt;br /&gt;
[[File:CODV Owen (4).jpg|thumb|none|600px|Pulling the mirrored charging handle back.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is featured in the game. The [[PPS-43]] magwell is no longer present from the ''WWII'' model and the cyclic rate more closely matches real PPSh rates. The barrel is lengthened just beyond the heatshield and has a threaded endcap for muzzle customization. The early 35-round box magazine is inaccurately featured as the &amp;quot;7.62mm Gorenko 71 Round Mags&amp;quot; and the later 35-round box magazine is available as the &amp;quot;.30 Russian Short 35 Round Mags&amp;quot; and rather inaccurately as the &amp;quot;8mm Nambu 71 Round Mags&amp;quot;. There is also a fictional shortened late 35 rounder as the &amp;quot;7.62mm Gorenko 25 Round Mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File: VanguardPPSh41StickMag(2021).jpeg|thumb|none|600px|Gunsmith view of the PPSh-41 with the 35 round stick magazine. Note the fictional extended barrel to allow for muzzle attachments.]]&lt;br /&gt;
[[File: VanguardPPSh41Drum.jpeg|thumb|none|600px|Gunsmith view of the PPSh-41 with the 71 round drum.]]&lt;br /&gt;
[[File:Vanguard Dead Drop.jpg|thumb|none|600px|The artwork for the Dead Drop field upgrade, which features a drum-magged PPSh alongside what appears to be a rather contextually-inappropriate US-issue helmet.]]&lt;br /&gt;
[[File:CODV PPSh-41 (1).jpg|thumb|none|600px|Enjoying some clear skies over Caldera with the standard PPSh-41.]]&lt;br /&gt;
[[File:CODV PPSh-41 (2).jpg|thumb|none|600px|The PPSh's iron sights.]]&lt;br /&gt;
[[File:CODV PPSh-41 (3).jpg|thumb|none|600px|Actuating the fire selector lever.]]&lt;br /&gt;
[[File:CODV PPSh-41 (4).jpg|thumb|none|600px|Tossing aside an empty magazine on the reload.]]&lt;br /&gt;
[[File:CODV PPSh-41 (5).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:CODV PPSh-41 (6).jpg|thumb|none|600px|About to lock the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Zac 280mm Light&amp;quot; barrel and &amp;quot;Zac Folding&amp;quot; stock turn the genuine PPSh-41 into an approximation of a [[PPS-43]].&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg|thumb|none|450px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDVanguard-PPSh43-1.jpeg|thumb|none|600px|The pseudo-PPS in the Gunsmith menu; it still retains the PPSh's receiver and magazine well, creating an amusing inversion of the configuration seen in ''WWII''.]]&lt;br /&gt;
&lt;br /&gt;
===K-50M===&lt;br /&gt;
The &amp;quot;Empress 140mm Rapid&amp;quot; barrel and the &amp;quot;Ovalevskaya Skeletal&amp;quot; stock turn the PPSh-41 into an anachronistic [[K-50M]].&lt;br /&gt;
[[File:K-50M full stock.jpg|thumb|none|450px|K-50M - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDVanguard-PPShK-K50M1.jpeg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Sa 25==&lt;br /&gt;
The [[Sa 25]] was added with Season 5 as the &amp;quot;RA 225&amp;quot;. Curiously, the game files refer to it as &amp;quot;sm_salpha26&amp;quot;, even though it has the Sa 25's vertical pistol grip and 9x19mm default chambering. While a 7.62x25mm rechambering for the Sa submachine gun series (specifically for the Sa 24/26) exists, a .45 ACP conversion isn't.&lt;br /&gt;
[[File:Sa 25.jpg|thumb|none|400px|Sa 25 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is featured in the game with the top of the rear sight chopped off. The ''Trommelmagazin 08'' from the Luger is incorrectly available as an extended drum magazine for the weapon, instead of the more accurate 50 round magazine from the [[Lanchester Mk. I]]. While .45 ACP conversions of the Sten available in-game are not available outside of heavily modifying or rebuilding the weapon outright, 7.62x25mm chamberings made by the Chinese do exist.&lt;br /&gt;
&lt;br /&gt;
It is Sergeant Arthur Kingsley's main weapon of choice in the campaign. &lt;br /&gt;
[[File:Sten.jpg|thumb|none|450px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODVanguard Trailer StenMK2.jpg|thumb|none|600px|Sergeant Kingsley firing the Sten Mk II. Upon further examination, the rear sight appears to have been chopped in half. The few frames of it being fired it appears to be correctly depicted firing from an open bolt, however, the bolt never moves forward to fire the round in the chamber for some reason. The bolt is erroneously modeled as an entire solid block extending to the back of the receiver, creating this goof where the bolt clips through the back of the receiver when firing. Also note that, for some reason, the buttplate is rotated 90 degrees. No shells are ejected when firing either. Unlike this shot, the Sten is held by the magwell in first person. Fortunately, all of the above issues have been fixed in the beta.]]&lt;br /&gt;
[[File:CODV Sten (1).jpg|thumb|none|600px|Arthur with the Sten in a Warzone match.]]&lt;br /&gt;
[[File:CODV Sten (2).jpg|thumb|none|600px|Aiming with the Sten's rather cut down, sparse iron sights.]]&lt;br /&gt;
[[File:CODV Sten (3).jpg|thumb|none|600px|It does have a nice fire selector animation, though.]]&lt;br /&gt;
[[File:CODV Sten (4).jpg|thumb|none|600px|Reloading the 32-round magazine.]]&lt;br /&gt;
[[File:CODV Sten (5).jpg|thumb|none|600px|Working the Sten's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I/Sten Mk VI Hybrid===&lt;br /&gt;
The &amp;quot;Wildwood&amp;quot; submachine gun in the Frontline weapons pack is a hybrid combining original Sten Mk I with the pistol grip, fixed stock and suppressor from the [[Sten Mk VI]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|450px|Sten Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:StenMkVI.jpg|thumb|none|450px|Sten Mk VI - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Codfrontline1.jpg|thumb|none|600px|The custom Sten on the bottom, painted with German helmet &amp;quot;Normandy&amp;quot; chicken wire style camouflage. Note the similarity with the &amp;quot;Rooted II&amp;quot; variant from ''Call of Duty: WWII''.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] returns as an available SMG. In the campaign, it is used by Japanese soldiers, and is Lieutenant Wade Jackson's weapon of choice. Like in ''World at War'' its usage is once again too exaggerated and overrepresented this time even more bizarrely being also used by the Germans in the Beatrice operator cinematic. It appears to be modelled after the later war version of the Type 100, which is odd given that the game's Pacific campaign takes place before 1944.&lt;br /&gt;
&lt;br /&gt;
The ''Trommelmagazin 08'' from the Luger is incorrectly available as an extended drum magazine for the weapon. It should be noted a 9mm magazine would never work in an 8mm SMG, the magazine is inserted the wrong way round and it is stated to be an &amp;quot;8mm Kurz&amp;quot; (7.92x33mm) conversion, a caliber much too large for the ''Trommelmagazin 08''. For whatever reason, a slightly shorter [[AKS-74]] stock appears as the &amp;quot;Warubachi Skeletal&amp;quot; stock attachment.&lt;br /&gt;
&lt;br /&gt;
[[Image:Type100 1944.jpg|thumb|none|450px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[Image:Codultimate1.jpg|thumb|none|600px|A customized Type 100 appears as a pre-order bonus in the Task Force One pack for the Ultimate Edition of the game.]]&lt;br /&gt;
[[File:Codvancrate1.jpg|thumb|none|600px|A crate is opened in the Champion Hill mode, revealing a Type 100 submachine gun, two Sturmgewehr 44 rifles and an MG42 machine gun.]]&lt;br /&gt;
[[File:VanguardType100WadeSolomon0.jpg|thumb|none|600px|Wade holds a late-war Type 100 in 1943 during the Solomon Islands campaign. Note the Nagoya Arsenal proof mark next to the serial number.]]&lt;br /&gt;
[[File:VanguardJapaneseType100soldier1.jpg|thumb|none|600px|A Japanese soldier holds the Type 100. While his grip on the magazine is improper, you get a nice view of the fully rendered bullets inside.]]&lt;br /&gt;
[[File:CODV Type 100 (1).jpg|thumb|none|600px|The Type 100 out on the tropical side of Caldera, along with the local cloud of death-gas.]]&lt;br /&gt;
[[File:CODV Type 100 (2).jpg|thumb|none|600px|Using the Type 100's simple sights.]]&lt;br /&gt;
[[File:CODV Type 100 (3).jpg|thumb|none|600px|Locking the bolt back comes first on its empty reload.]]&lt;br /&gt;
[[File:CODV Type 100 (4).jpg|thumb|none|600px|Pulling out the magazine..]]&lt;br /&gt;
[[File:CODV Type 100 (5).jpg|thumb|none|600px|...and down in with a new one.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Becker revolving shotgun==&lt;br /&gt;
The [[Becker revolving shotgun]] appears in the game as the &amp;quot;Einhorn Revolving&amp;quot;, changed from the more generic &amp;quot;Revolving Shotgun&amp;quot; name seen in the beta. Being a rare and sophisticated European shotgun (only about 100 examples being ever produced, at a time when only the U.S. issued combat shotguns), it was unlikely to have been used as a military weapon during WWII in reality. Nevertheless, it shows up very frequently in the campaign as the shotgun of choice for enemy forces, both German and even Japanese.&lt;br /&gt;
&lt;br /&gt;
A fictional 5-round (3 rounds before Season 3) detachable magazine is available as the &amp;quot;fast mag&amp;quot; for the Becker. The cylinder itself is replaced with a fixed plug that serves as a receiver; however, the spent cartridges are still ejected through the loading port on the right, making the whole thing mechanically questionable (i.e., in reality, it would require an entire Dardick-style do-over of the feed system). Other modifications change the caliber of the shotgun to 12 gauge - which is mechanically plausible, but the Becker was only ever in 16 gauge. A completely fictional 7 shell extended cylinder is also an option, although it doesn't rotate, which is a problem for a revolving shotgun. It can also use birdshot of an unidentified (presumably 16 gauge) caliber.&lt;br /&gt;
&lt;br /&gt;
[[File:Becker shotgun.jpg|thumb|none|450px|Becker revolving shotgun - 16 gauge]]&lt;br /&gt;
[[File:Codvanbecker1.jpg|thumb|none|600px|A soldier blows a hole in the wall with his Becker shotgun in the Champion Hill mode.]]&lt;br /&gt;
[[File:CODV Becker pickup.jpg|thumb|none|600px|Polina picks up the exotic and historically inaccurate shotgun brought by the invaders of Stalingrad. The initial pick-up animation shows the weapon being cocked by pulling the barrel forward.]]&lt;br /&gt;
[[File:CODV Becker idle.jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODV Becker aiming.jpg|thumb|none|600px|Aiming the Becker.]]&lt;br /&gt;
[[File:CODV Becker reload1.jpg|thumb|none|600px|At the start of every reload, the ejector rod is correctly used to remove the last spent shell.]]&lt;br /&gt;
[[File:CODV Becker reload2.jpg|thumb|none|600px|Inserting a period-correct brass shell.]]&lt;br /&gt;
[[File:CODV Becker reload3.jpg|thumb|none|600px|Rotating the cylinder.]]&lt;br /&gt;
[[File:Vanguard Beckermagazine.jpg|thumb|none|600px|The dubious &amp;quot;16 Gauge 5-Round Fast Mag&amp;quot; attachment, with an [[M1A1 Carbine]] stock assembly (named the &amp;quot;Reisdorf Folding&amp;quot;) to boot. The ejector rod is still used at the start of a reload. The right hand is used when non-empty; the empty reload is similar to ''WWII'''s Toggle-Action empty reload with a tacticool mag swap.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears in the game as the &amp;quot;Gracey Auto&amp;quot;, replacing the generic &amp;quot;Auto-Loading Shotgun&amp;quot; name from the beta. The in-game Auto-5 anachronistically (for most maps) has the post-1953 Auto-5s' &amp;quot;Speed-load&amp;quot; features; the gun can be reloaded without holding down the carrier/bolt release button (which pre-1953 Auto-5s required), and the first shell inserted into an empty Auto-5 is automatically chambered.&lt;br /&gt;
&lt;br /&gt;
One of the attachments allows you to reload all 5 shells at once, making it far faster than the base reload. Another attachment adds the same fictional detachable magazine from ''WWII's'' [[Walther automatic shotgun|Walther toggle-action]], with a rather optimistic 7-round capacity.&lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|none|450px|Browning Auto 5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[Image:CODV auto 1.jpg|thumb|none|601px|The Auto 5 in Warzone. All sight options appear to add a rear sight or optical sight directly onto the barrel. While this was sometimes done in reality, particularly for use with slugs, this has been mounted too far to the rear to allow the barrel to recoil with the action as is proper for long-recoil shotguns.]]&lt;br /&gt;
[[Image:CODV auto aiming.jpg|thumb|none|601px|Aiming down the sights.]]&lt;br /&gt;
[[Image:CODV auto 3.jpg|thumb|none|601px|Reloading from empty - a shell is sent through the closed loading gate, then the bolt drops forward and somehow chambers it. Well, at least an attempt was made at portraying a tube-loading semiautomatic shotgun, a rarity in ''Call of Duty''. Note the user's thumb clipping through the weapon.]]&lt;br /&gt;
[[Image:CODV auto 4.jpg|thumb|none|601px|Reloading the rest of the tube as normal.]]&lt;br /&gt;
[[Image:CODV auto 5.jpg|thumb|none|600px|A heavily modified Auto-5 with a choke, no stock, the same sight from above, a drum magazine and a foregrip.]]&lt;br /&gt;
[[Image:CODV auto 6.jpg|thumb|none|600px|Removing the drum magazine without pressing a release of any sort - this drum is the same as the &amp;quot;Toggle Action&amp;quot; from ''[[Call of Duty: WWII#Walther Toggle-Action|WWII]]'', and it holds 10 shells. While not visible here, the ''Trommelmagazin 08''-style winding lever (which incorrectly never moves) is bugged, with one lever remaining on the drum while it's removed and an identical one floating below the shotgun.]]&lt;br /&gt;
[[Image:CODV auto 7.jpg|thumb|none|600px|Getting a good look at the open ejection port, note the foregrip is now more visible.]]&lt;br /&gt;
&lt;br /&gt;
==Lincoln Jeffries Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|full-length double-barreled shotgun]] with exposed hammers is available as simply the &amp;quot;Double Barrel&amp;quot;. It appears to be based on a luxury model developed by airgun manufacturer Lincoln Jeffries due to its distinct-looking hammers and its &amp;quot;sh_lindia98&amp;quot; game file name (''Vanguard'', like other recent CoD games, uses a naming scheme for weapon filenames consisting of two letters, the second represented using the NATO phonetic alphabet, so for example the MP-40 is named &amp;quot;sm_mpapa40&amp;quot; and the M1 Garand is the &amp;quot;mr_m1golf&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Humorously, the weapon can be dual-wielded in multiplayer (it is the only non-pistol that can be dual-wielded) and, in a fairly interesting oversight, foregrips can be mounted too close to the trigger, blocking the shotgun from breaking open all the way. Shells auto eject and hammers recock themselves when reloading akimbo, and this all happens ''faster'' than the regular reload, which is preposterous.&lt;br /&gt;
&lt;br /&gt;
[[File:Lincolnjeffries.jpg|thumb|none|450px|Lincoln Jeffries SxS double-barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:CODV LincolnJeffries (1).jpg|thumb|none|600px|On the prowl for birds with the Lincoln Jeffries shotgun.]]&lt;br /&gt;
[[File:CODV LincolnJeffries (2).jpg|thumb|none|600px|Aiming upon the sky.]]&lt;br /&gt;
[[File:CODV LincolnJeffries (3).jpg|thumb|none|600px|Thumbing the barrels open, revealing the two rounds are unfired (unstruck primers).]]&lt;br /&gt;
[[File:CODV LincolnJeffries (4).jpg|thumb|none|600px|Otter loads in a new set.]]&lt;br /&gt;
[[File:CODV LincolnJeffries (5).jpg|thumb|none|600px|Removing another pristine, unfired round on the single barrel reload.]]&lt;br /&gt;
[[File:CODV LincolnJeffries (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] appears under the &amp;quot;Combat Shotgun&amp;quot; name. Despite having the same name as in ''Call of Duty: WWII'', it is actually the riot gun variant rather than the &amp;quot;Trench Gun&amp;quot; variant seen in previous titles, since it lacks the distinct heat shield and bayonet lug. The proper &amp;quot;Trench Gun&amp;quot; barrel can be equipped via the Gunsmith, named the &amp;quot;Framble No. 3&amp;quot;. In the initial release, the hammer was bugged and appeared in both the cocked and uncocked positions after firing and during the empty reload; this was later fixed.&lt;br /&gt;
&lt;br /&gt;
The weapon uses 16 gauge shells by default, but can be modified to fire 12 gauge ones. Other modifications include a detachable magazine and detachable drum magazine, both based on the fictional magazines used on the Toggle-Action&amp;quot; in ''WWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:Codvg-m1897-gunsmith.jpg|thumb|none|600px|The base &amp;quot;Combat Shotgun&amp;quot; in the Gunsmith.]]&lt;br /&gt;
[[File:CODV 1897 (1).jpg|thumb|none|600px|Armed with the M1897, Kingsley prepares to break up a labor strike at the Caldera mining site.]]&lt;br /&gt;
[[File:CODV 1897 (2).jpg|thumb|none|600px|Aiming with ahistorical rear sight.]]&lt;br /&gt;
[[File:CODV 1897 (3).jpg|thumb|none|600px|Loading up the magazine with also ahistorical plastic shells.]]&lt;br /&gt;
[[File:CODV 1897 (4).jpg|thumb|none|600px|Pumping out a spent, low detail shell.]]&lt;br /&gt;
[[File: VanguardM97TrenchGunProper(2021).jpeg|thumb|none|600px|Gunsmith view of a proper Winchester M1897 “Trench” Shotgun with heat shield and bayonet lug. The in-game Gunsmith also allows for the gun to be chambered in 12 gauge.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Unlike the previous WWII games, rifles are sorted into three categories much like the recent games: assault rifles, marksman rifles and sniper rifles. Assault rifles consist of fully-automatic rifles (including LMGs that the game treats as rifles like the BAR and Charlton), as well as the burst-fire Breda PG. Marksman rifles consist of semi-automatic rifles and sniper rifles consist of bolt-action and semi-automatic rifles fitted with scopes by default.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] long rifle is featured as the &amp;quot;Type 99&amp;quot;, though the in-game default caliber is the original 6.5x50mm Japanese cartridge and the in-game rifle also has the Type 38's rear sight. However, the proper Type 99 barrel and rear iron sight are available attachments in the Gunsmith. In the campaign, it is the main rifle of the Japanese soldiers, used both scoped and unscoped and often fitted with a bayonet. Stripper clips cannot be used with the sniper scope, despite the latter being offset.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified to use the 7.7x58mm ammunition of the real [[Arisaka Type 99|Type 99]], albeit in a detachable magazine; this is done with the &amp;quot;8mm Klauser mags&amp;quot; attachment, even though this name is used for 7.92x57mm Mauser attachments on other weapons. The rifle can also weirdly be converted to use the 9x22mmR Japanese cartridge in an [[MG13]] magazine containing only 8 rounds; for some reason, the relevant attachment has a completely different name (&amp;quot;5.6mm&amp;quot;, which is normally used for .22 LR attachments of the game). The &amp;quot;fast mags&amp;quot; attachment adds a Gew.43 or SMLE style magazine (which used to contain an absurdly small 3 rounds). A completely fictional 20-round drum magazine is also available.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 rifle - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 Sniper Rifle with 2.5x Kokura scope - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:VanguardArisakabayonetglitchSolomonislands.jpg|thumb|none|600px|Lieutenant Wade Jackson holds an Arisaka rifle. Note the strange spike bayonet (incorrect for the Japanese use) that is bugged and not even attached to the rifle. Following a November 2021 update, the bayonet was changed to the German S84/98.]]&lt;br /&gt;
[[File:VanguardArisaka99boltaction1.jpg|thumb|none|600px|Working the bolt in front of an Isuzu Type 94 6-Wheeled Truck.]]&lt;br /&gt;
[[File:VanguardScopedArisaka1.jpg|thumb|none|600px|Wade checks the chamber on an Arisaka sniper rifle recently liberated from its owner.]]&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The Costa Rican contract [[Breda PG]] returns from ''WWII'' as the &amp;quot;ITRA Burst&amp;quot;. The weapon fires at 950 RPM, which is incorrect as the real weapon fired at 600 RPM. It is incorrectly chambered in 7.92x57mm; conversions to 6.5x50mm and .303 British are available as attachments. It is prominently and inaccurately used by the Afrika Korps in the African theater missions, probably representing Italian involvement there, however, in reality, it was never adopted for service.&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Vanguard Breda PG (1).jpg|thumb|none|600px|Gunsmith view of the Breda PG rifle.]]&lt;br /&gt;
[[File:CODV Breda PG (1).jpg|thumb|none|600px|At the Caldera airstrip with the Breda PG.]]&lt;br /&gt;
[[File:CODV Breda PG (2).jpg|thumb|none|600px|Aiming the Breda rifle.]]&lt;br /&gt;
[[File:CODV Breda PG (3).jpg|thumb|none|600px|Throwing out a spent magazine.]]&lt;br /&gt;
[[File:CODV Breda PG (4).jpg|thumb|none|600px|Strong-arming in a new one.]]&lt;br /&gt;
[[File:CODV Breda PG (5).jpg|thumb|none|600px|Opening back the Breda's bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] returns from ''WWII'', again as the &amp;quot;Automaton&amp;quot;, a literal translation of its Russian name. It has a much higher rate of fire than in ''WWII'' (roughly double the ROF of the actual rifle), and comes with some sort of ladder sight acting as a viewing window on top of the actual rear sight. A monstrously large fictional 75-round double-drum mag (apparently based on the Beta C-Mag) is available as an attachment option, as well as conversions to .22 LR and 7.62x54mmR (the former in a magazine that looks like a 10-round one but oddly retaining the standard 25-round capacity, and the latter in a fictional 50-round magazine). It can also be equipped with an extended barrel based on the experimental M1924 (which is incorrectly referred to as &amp;quot;M1912&amp;quot; in many sources). Another barrel mod makes the gun fire in five-round bursts.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:Codvg-fedorov-gunsmith.jpg|thumb|none|600px|The base Fedorov in the Gunsmith.]]&lt;br /&gt;
[[File:CODV Federov (1).jpg|thumb|none|600px|Nikolai with a Federov Avtomat in Warzone.]]&lt;br /&gt;
[[File:CODV Federov (2).jpg|thumb|none|600px|Aiming with the raised rear sight.]]&lt;br /&gt;
[[File:CODV Federov (3).jpg|thumb|none|600px|As with the Breda, it reloads with the dominant arm.]]&lt;br /&gt;
[[File:CODV Federov (4).jpg|thumb|none|600px|Working the Federov's action.]]&lt;br /&gt;
[[File:VanguardAutomaton1.jpg|thumb|none|600px|Golden Avtomat with the &amp;quot;meta&amp;quot; 2.5x scope, Anastasia sniper barrel, and 75-round drum mag.]]&lt;br /&gt;
[[File:VanguardAutomaton2.jpg|thumb|none|600px|Reloading the Avtomat with a tier 1 Pack-a-Punch camo. At launch, there were no PAP camos at all. During Season 1, non-animated PAP camos were added after a huge outcry from the ''Zombies'' community. Animated PAP camos were added in Season 2.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]], of all things, was added during Season 5 as the &amp;quot;BP50&amp;quot;. The (bullpup!) rifle has a &amp;quot;no stock&amp;quot; attachment that literally chops the rear end of the gun off, making it all kinds of mechanically impossible, on top of the obvious anachronism issue (it was developed in the late 1990s, long after World War II and the live service Warzone events that go until the 1960s). In addition to this, its unique ejection system is not depicted in game, as the weapon eject cases out right and upward instead of right and forward and will always eject rounds regardless of how many casings there are in the ejection tube as the gun fires; making the gun not ambidextrous-friendly (like the real rifle) as a result.&lt;br /&gt;
&lt;br /&gt;
In-game, it can be rechambered with the nonsensical &amp;quot;5.6mm&amp;quot;, 7.62x39mm, and somehow 7.62x54mmR, all of which the real life F2000 cannot fire.&lt;br /&gt;
&lt;br /&gt;
[[File:FN F2000 TR rifle.jpg|thumb|none|450px|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODV F2000 (1).jpg|thumb|none|600px|At the Caldera digsite with the FN F2000 Tactical, in the hands of a somewhat more fitting Venerated character from ''Modern Warfare''.]]&lt;br /&gt;
[[File:CODV F2000 (2).jpg|thumb|none|600px|The F2000's familiar base iron sights.]]&lt;br /&gt;
[[File:CODV F2000 (3).jpg|thumb|none|600px|Reloading the STANAG magazine.]]&lt;br /&gt;
[[File:CODV F2000 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is featured. It incorrectly feeds from a curved box magazine whereas, in reality, it is straight. The &amp;quot;fast mag&amp;quot; Gunsmith option fixes this by replacing it with a proper magazine (prior to the Season 3, this was down-loaded to 8 rounds). A 20 extended magazine option is also available, based off of limited issue prototypes made for the weapon, but never widely issued.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Wyvern 570mm Full Auto&amp;quot; barrel attachment for the Gewehr 43 converts it to fire in full-auto, which wouldn't be a wise idea since it can easily empty the magazine in an instant and produce immense recoil.&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV-Gewehr43-1.jpg|thumb|none|600px|Holding a Gewehr 43.]]&lt;br /&gt;
[[File:CODV-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODV-Gewehr43-3.jpg|thumb|none|600px|Draopping the used magazine.]]&lt;br /&gt;
[[File:CODV-Gewehr43-4.jpg|thumb|none|600px|Inserting a full one.]]&lt;br /&gt;
[[File:CODV-Gewehr43-5.jpg|thumb|none|600px|Finishing the reload by releasing the bolt.]]&lt;br /&gt;
[[File:VanguardG43equipStalingrad2.jpg|thumb|none|600px|The initial equip animation always has the gun empty with the bolt locked back. The player character inspects the magazine then performs a full reload.]]&lt;br /&gt;
[[File: VanguardGewehr43propermagazine2021.jpeg|thumb|none|600px|In game model of the G43, fitted with a proper 10 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
The [[Gustloff Volkssturmgewehr]] returns from ''WWII''. Despite being developed in late 1944, it makes a lot of anachronistic appearances in the flashbacks before 1945 in the campaign, all the way up to the Tobruk mission in 1941. As expected, it is full-auto, despite the existence of a full-auto Volkssturmgewehr only being a rumor based on the misinterpretation of the name Volkssturmgewehr as representing &amp;quot;Volks-sturmgewehr&amp;quot; (lit. &amp;quot;people-assault rifle&amp;quot;) rather than &amp;quot;Volkssturm-gewehr&amp;quot; (lit. &amp;quot;Volkssturm-rifle&amp;quot;). The weapon is slightly visually modified, with a thicker magazine and slightly rounded handguard.&lt;br /&gt;
&lt;br /&gt;
A double-drum mag based on the Beta C-Mag and the MG15 double drum appears in game as an extended magazine attachment, reusing the model from the [[Grossfuss Sturmgewehr]]'s extended magazine in ''WWII''.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Vanguard Volkssturmgewehr (1).jpg|thumb|none|600px|A preview of the Volkssturmgewehr in the beta.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (1).jpg|thumb|none|600px|Atop the rooftop resort with the Volkssturmgewehr.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (2).jpg|thumb|none|600px|The view down the sights.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (3).jpg|thumb|none|600px|Removing the StG magazine.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (4).jpg|thumb|none|600px|Reloading with another.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (5).jpg|thumb|none|600px|Tugging the upper sliding assembly back to charge the VG.]]&lt;br /&gt;
&lt;br /&gt;
==Hyde 1944 Carbine==&lt;br /&gt;
The [[Hyde 1944 Carbine]] was added in Season 1 as the &amp;quot;Cooper Carbine&amp;quot;. The game is unclear on what the Hyde's caliber is; by default the HUD claims it uses 7.92x33mm Kurz, but it also says this when using the magazine attachments that rechamber it in 9mm and .45 ACP - with the &amp;quot;.30 Carbine&amp;quot; attachment (the Hyde's actual caliber, and which the game claims as being larger than the default) the HUD claims it is chambered in 7.92x57mm. All the magazines are sized (front-to-back, at least) for .30 Carbine, and the weapon ejects bottlenecked rifle casings that don't match any of these.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;22&amp;quot; Cooper Custom&amp;quot; barrel appears to be taken from an [[M1 Carbine]], handguard and all; it is also mirrored, since the M1's now-functionless stub of an operating rod is on the left side. The &amp;quot;Cooper 45RS&amp;quot; and &amp;quot;Cooper Custom Padded&amp;quot; stocks are anachronistic wooden [[Heckler &amp;amp; Koch G3]] stocks, while the &amp;quot;Cooper 45W&amp;quot; stock is from a Mark 2 [[Bren]] (also mirrored, since what's left of the Bren's charging handle guide and sling swivel are on the left side); the &amp;quot;Ragdoll G45 Skeletal&amp;quot; and &amp;quot;Removed Stock&amp;quot; options are also of note, since (aside from the former being a literal aluminum crutch) they're mechanically impossible, due to the Hyde's recoil spring being inside the stock. Foregrips are also notably mounted on a large sheet-metal bracket attached to the front of the magazine well, rather than the handguard, seemingly so that their position will remain constant regardless of which barrel option is used.&lt;br /&gt;
[[File:Hyde 1944 Carbine.jpg|thumb|none|450px|Hyde 1944 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codvg-hyde-gunsmith.jpg|thumb|none|600px|The base Hyde 1944 in the Gunsmith.]]&lt;br /&gt;
[[File:VanguardCooper1.jpg|thumb|none|600px|Shooting the &amp;quot;Harvester&amp;quot; blueprint variant in Zombies.]]&lt;br /&gt;
[[File:VanguardCooper2.jpg|thumb|none|600px|Reloading a modified base &amp;quot;Cooper Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] rifle appears in the game. Unlike in ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', the rounds left on the stripper clip when reloading are tracked properly, which applies to other stripper-clip loaded weapons too. The stripper clip is used with iron sights or other small scopes - larger sniper scopes use round-by-round reloads, as the chamber is blocked and stripper clips cannot be used. The &amp;quot;Krausnick IS98K&amp;quot; iron sight attachment gives the gun a [[Gewehr 98]] ''Lange Visier'' style of rear sight.&lt;br /&gt;
&lt;br /&gt;
A fictional 5-round detachable magazine (prior to Season 3, it used to hold 3 rounds) exists as the fast mag option- detachable magazines would never work with a Mauser rifle due to the design of the receiver rails and feed system. However, the extended magazine is real, based on the 20-rounder [[Gewehr 98]] trench magazine, but is incorrectly depicted as detachable.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV Kar 1.jpg|thumb|none|600px|Drawing the rifle.]]&lt;br /&gt;
[[File:CODV Kar 2.jpg|thumb|none|600px|Idle with the Kar98 rifle.]]&lt;br /&gt;
[[File:CODV Kar 3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODV Kar 4.jpg|thumb|none|600px|Working the bolt while aiming.]]&lt;br /&gt;
[[File:CODV Kar 5.jpg|thumb|none|600px|Reloading with a round left in the rifle results in your player character covering the breech to stop the round from being ejected. When performing an empty reload, the player character still does this, which should realistically result in there being a spent case at the bottom of the magazine, burned fingertips, and only 4 live rounds being loaded into the rifle.]]&lt;br /&gt;
[[File:CODV Kar 6.jpg|thumb|none|600px|Inserting shiny brass 7.92 Mauser rounds.]]&lt;br /&gt;
[[File:CODV Kar 7.jpg|thumb|none|600px|Although barely visible here, one round is left on the stripper clip.]]&lt;br /&gt;
[[File:CODV Kar 8.jpg|thumb|none|600px|Thanks to the shadows of Stalingrad, the full reload animation can barely be seen, however, all five rounds have been pushed into the rifle here.]]&lt;br /&gt;
[[File:CODV Kar 9.jpg|thumb|none|600px|The stripper clip flies off into the shadows as the bolt is pushed forward.]]&lt;br /&gt;
[[File:CODV Kar 10.jpg|thumb|none|600px|A small goof occurs when reloading with less than 5 rounds in reserve - four rounds are pushed into the rifle (which is all the player has available to them), but a fifth round remains on the stripper clip, visible in the player character's right hand.]]&lt;br /&gt;
[[File:Vanguardgermankar98kstalingrad.jpg|thumb|none|600px|A German soldier holds the rifle during the battle of Stalingrad.]]&lt;br /&gt;
[[File:Mauser 98K with bayonet.jpg|thumb|none|450px|Karabiner 98k with S84/98 bayonet - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CodVanguard-KarBayonet.jpg|thumb|none|600px|Arthur Kingsley performs a bayonet charge with his captured Kar98k with the misplaced mounted bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Korovin AK-45==&lt;br /&gt;
The [[Korovin AK-45]] was added in Season 3 as the &amp;quot;Nikita AVT&amp;quot;. It can be rechambered in 7.62x54mmR, .30-06 or 6.5x50mmSR.&lt;br /&gt;
&lt;br /&gt;
[[File:Korovin AK-45.jpg|thumb|none|450px|Korovin AK-45 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk. I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk.I]] appears exclusively in the campaign and only feeds from a single 5-round clip rather than the usual 10 rounds from two clips. The rear sight is chopped off, so the top half is missing. The bolt is palmed, which was not a technique taught by the British for use on this rifle.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CodVanguard-LeeEnfield1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CodVanguard-LeeEnfield2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CodVanguard-LeeEnfield3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Codvanleeenfield1.jpg|thumb|none|600px|The Lee-Enfield in the hand of a British soldier as he hops off a tank in North Africa.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] appears as a marksman rifle. The mid-clip tactical reload features the player character retaining the half-spent clip in the rifle, but the chambered round is not shown ejecting as they pull back the op-rod/charging handle - instead, a fired casing is ejected instead, which is incorrect. Additionally, the clip release button (below the sight adjustment drum) is never used to release a partially-loaded clip. Unlike in ''Call of Duty: WWII'', this is not a &amp;quot;sticky&amp;quot; Garand, and thus does not need to have the bolt pushed or smacked back into battery after loading a new clip. &lt;br /&gt;
&lt;br /&gt;
Using either the &amp;quot;.30-06 12 Round Mags&amp;quot; or the &amp;quot;16 Round Drums&amp;quot; modifications makes the weapon resemble the T20E3 Garand, an experimental model designed to use detachable magazines. While the straight BAR magazine is real, the drum is not (and appears to be based on the equally fictional extended magazine for ''WWII'''s &amp;quot;Toggle-Action&amp;quot;). It can also be rechambered in .303 Enfield (still using en-bloc clips) or 6.5 Arisaka, using 16-round drum magazines of a slightly different design to the .30-06 ones. When a detachable magazine is equipped, a ping sound effect is still played when the weapon is empty even though obviously no clip is ejected. In Warzone all magazines have their capacity increased by four rounds.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Vanguard M1 Garand (1).jpg|thumb|none|600px|The model of the M1 rifle in Gunsmith.]]&lt;br /&gt;
[[File:CODV M1 Garand (1).jpg|thumb|none|600px|Kingsley with the Garand in Warzone.]]&lt;br /&gt;
[[File:CODV M1 Garand (2).jpg|thumb|none|600px|Aiming with the giant ghost ring rear sight, a common affliction with US service rifles in the series.]]&lt;br /&gt;
[[File:CODV M1 Garand (3).jpg|thumb|none|600px|Pinging out an empty clip.]]&lt;br /&gt;
[[File:CODV M1 Garand (4).jpg|thumb|none|600px|Manually removing it on the tactical reload.]]&lt;br /&gt;
[[File:CODV M1 Garand (5).jpg|thumb|none|600px|And in with a new one.]]&lt;br /&gt;
[[File:Vanguard Tactical Insertion.jpg|thumb|none|600px|The Tactical Insertion field upgrade's artwork, featuring an M1 next to some flares.]]&lt;br /&gt;
[[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06]]&lt;br /&gt;
[[File:Vanguard M1D (1).jpg|thumb|none|600px|A pseudo M1D style sniper Garand.]]&lt;br /&gt;
[[File:Garand T20.jpg|thumb|none|450px|Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the [[M14 Rifle]] - .30-06]]&lt;br /&gt;
[[File:Vanguard T20E2 (1).jpg|thumb|none|600px|The &amp;quot;.30-06 12 Round Mags&amp;quot; T20E2 Garand lookalike; the magazine is curiously larger than the higher-capacity magazines of the real weapon]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] was added into the game with Season 3 and appears as the &amp;quot;M1916&amp;quot;. Aside from 7.92x57mm, a fictional 6.5x50mm Arisaka chambering is available.&lt;br /&gt;
[[File:Mauser1916Selbstlader.jpg|thumb|none|450px|Mauser Selbstlader M1916 ''Fliegerkarabiner'' - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-SelbstladerG.jpg|thumb|none|600px|The &amp;quot;M1916&amp;quot; in the Gunsmith; note the somewhat shortened stock.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader1.jpg|thumb|none|600px|Holding the &amp;quot;M1916&amp;quot; at the Battle for the Reichstag.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader2.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader-3.jpg|thumb|none|600px|Beginning to reload the gun by moving the trigger guard assembly.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader4.jpg|thumb|none|600px|Getting rid of the empty magazine.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader5.jpg|thumb|none|600px|inserting a full magazine.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader6.jpg|thumb|none|600px|Charging the Mauser Selbstlader.]]&lt;br /&gt;
&lt;br /&gt;
==MBC-2==&lt;br /&gt;
The MBC-2, the 1952 prototype that would later become the [[VAHAN]], was added in Season 4 as the &amp;quot;Vargo-S&amp;quot;.&lt;br /&gt;
[[File:MBC-2.jpg|thumb|none|450px|MBC-2 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]] appears in the game as the &amp;quot;3-Line Rifle&amp;quot;. A scoped variant called &amp;quot;Requiem&amp;quot; is used by Polina Petrova as her main weapon of choice throughout the campaign, originally belonging to her father. The stripper clip is incorrectly knocked out of the weapon by the bolt- in reality, it would need to be removed by hand before operating the bolt closed. The striker does not fly forward when the trigger is pulled.&lt;br /&gt;
&lt;br /&gt;
A very anachronistic detachable magazine appears as the fast mag option for the Mosin; this originally held 3 rounds, despite being longer than the 5-round internal magazine. A version of this magazine with a larger floorplate (holding 5 rounds of .303 British) and a larger detachable magazine (holding 20 rounds of .30-06 Springfield) are also available; the former conversion is fictional, while the latter has at least some basis in reality (with the Bannerman company having converted some surplus US-made Mosins to this caliber in the 1920s for the American commercial market), though neither saw use in combat. Both are housed inside the shell of the old integral magazine, making it tricky to fit rounds into them, given the fact the detachable magazine is now narrower than the old one; this could conceivably explain the lower capacity in a longer magazine (as a single-stack magazine would hold fewer rounds for a given length than a double-stack one), were it not for the fact that a Mosin's magazine is already a single-stack, and couldn't really be made any narrower. Additionally, the magazine release the magazines is attached to the back of the magazine itself, rather than the magazine well; while such magazines do exist (e.g. on the [[MAS-49]]), the magazines shown in-game have no obvious way for the catch to interface with the rifle in any way.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin-Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODV Mosin 1.jpg|thumb|none|600px|Lieutenant Petrova aims with the Mosin in the trailer. Notice the offset 4-Power NTC Kogaku scope which in a continuity error was a PEM scope in the previous scene showing the first-person perspective.]]&lt;br /&gt;
[[File:CODV Mosin 2.jpg|thumb|none|600px|The Mosin rifle on the ground.]]&lt;br /&gt;
[[File:CODV Mosin 3.jpg|thumb|none|600px|Equipping the rifle.]]&lt;br /&gt;
[[File:CODV Mosin 4.jpg|thumb|none|600px|The second half of the draw animation.]]&lt;br /&gt;
[[File:CODV Mosin 5.jpg|thumb|none|600px|Overlooking a courtyard with the Mosin rifle.]]&lt;br /&gt;
[[File:CODV Mosin 6.jpg|thumb|none|600px|Dual-rendered scopes return from previous COD games, as Petrova aims at German soldiers. The scope itself is a PEM scope reusing the same reticle as the Kar98k's sniper scope from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' as a placeholder in the Stalingrad demo.]]&lt;br /&gt;
[[File:CODV Mosin 7.jpg|thumb|none|600px|Reloading round by round. Note that the bolt hasn't been rotated far enough to clear the receiver and instead clips through the right side of the receiver to be moved backwards. This does not happen during the cycling animation. Also the player character will always cover the ejection port when reloading, even if the rifle is empty.]]&lt;br /&gt;
[[File:Vanguardnuggetstalingrad1.jpg|thumb|none|600px|Reloading while scoped in. The ''Modern Warfare'' placeholder reticle seen in the demo was changed to a proper &amp;quot;German #1&amp;quot; in the beta and for some reason was changed to an erroneous fine cross reticle in the final game.]]&lt;br /&gt;
[[File:CodvanguardBETAnugget3p.jpg|thumb|none|600px|A strange visual glitch spotted during beta. While the third-person animations are very high quality, with features like the bolt dropping when shooting being depicted, the bolt assembly will magically hover when reloading. This could be an error due to the reload animation possibly being reused from the Kar98k in MW2019, and thus the position of the rifle body being in a slightly wrong location from the bolt and hands models.]]&lt;br /&gt;
[[File: VanguardM9130ProperBarrel(2021).jpeg|thumb|none|600px|Gunsmith view of the M1891/30 Mosin Nagant with no scope.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] was added in Season One under the name &amp;quot;Gorenko Anti-Tank Rifle&amp;quot;. It's fitted with a PEM scope by default (historically, PTRS rifles were rarely fitted with scopes, and only as a field-expedient modification for spotting, not as an actual means of aiming), and has a shortened barrel-like in ''Call of Duty: WWII'', alongside some fictional embellishments (a large cap fitted over the bottom of the magazine, and some seemingly-random pieces of sheet metal attached to the side of the trigger group and magazine, seemingly to &amp;quot;spruce up&amp;quot; the weapon's relatively flat left side). When (unrealistically) equipping it with a muzzle attachment, the device is somehow attached directly on top of the default muzzle, which would render most of them pointless since most of the propellant gases would escape out the sides of the brake before reaching the attachment (not to mention that the PTRS's extreme muzzle blast would likely destroy most of the small brakes and suppressors that can be fitted to it in-game anyway). Needless to say, this doesn't stop the suppressors from reducing its report to a kitten's sneeze in-game (though the sound report was appropriately updated in later patches).&lt;br /&gt;
&lt;br /&gt;
Strangely, none of the barrel attachments bring it up to its correct length; in fact, all of its optional barrels are either substantially shorter or roughly the same length, with the longest (the &amp;quot;420mm Empress&amp;quot;, which features a [[Lahti L-39]]-esque barrel shroud) only being a smidge longer than the default option. The shortest option, the &amp;quot;240mm ZAC Rapid&amp;quot;, also notably features a large, round shroud seemingly referenced from some sort of integral suppressor; it doesn't actually suppress gunfire, however (instead increasing handling and fire rate at the cost of accuracy and... handling), with the weapon's &amp;quot;stealth&amp;quot; option (which reduces muzzle flash and eliminates the pop-up skull icons that killed enemies' teammates would otherwise see) being the &amp;quot;400mm Kovalevskaya Wrap&amp;quot; barrel, quite literally just a shorter version of the default barrel wrapped in cloth. Among its several fictional stock options are the &amp;quot;ZAC Adjustable&amp;quot; (a [[Degtyaryov DT]] stock, with the adjustment notches rather inadvisably placed on the top for optimum face-sawing), and the &amp;quot;Anastasia Type 3B Stoyat&amp;quot; (seemingly taken from a Mark 1 [[Boys anti-tank rifle]]). The three fictional magazine options are all supposedly in &amp;quot;13mm AM&amp;quot; (which, judging by some of the other attachment descriptions, is apparently 13.2x92mm TuF); these are 7- and 10-round magazines (simply the base magazine elongated, with correspondingly larger en-bloc clips), and a 3-round detachable magazine somehow shoved straight through the standard one, with nothing but a new magazine cover to account for completely different feed system.&lt;br /&gt;
[[File:PTRS 41.jpg|thumb|none|450px|PTRS-41 - 14.5x114mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG Stgw 57==&lt;br /&gt;
A stylized [[SIG SG 510|SIG Stgw 57]] was added during Season 5 as the &amp;quot;Lienna 57&amp;quot;, under the light machine guns class.&lt;br /&gt;
[[File:SIG-StG-57.jpg|thumb|none|450px|SIG Stgw 57 - 7.5mm Swiss]]&lt;br /&gt;
[[File:CODVanguard-Stgw1.jpg|thumb|none|600px|Holding a &amp;quot;Lienna 57&amp;quot; in-game.]]&lt;br /&gt;
[[File:CODVanguard-Stgw2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODVanguard-Stgw3.jpg|thumb|none|600px|Grabbing the empty magazine...]]&lt;br /&gt;
[[File:CODVanguard-Stgw4.jpg|thumb|none|600px|...to throw it away.]]&lt;br /&gt;
[[File:CODVanguard-Stgw5.jpg|thumb|none|600px|About to smash in a full magazine.]]&lt;br /&gt;
[[File:CODVanguard-Stgw6.jpg|thumb|none|600px||Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] appears as the &amp;quot;STG44&amp;quot;. It is used anachronistically in the campaign levels set in Stalingrad in August 1942 when in reality it was first issued in late 1943. It also makes a bizarre appearance in weapon crates found in the Bougainville level set in the Pacific theater in 1943.&lt;br /&gt;
&lt;br /&gt;
There are several magazine modifications. The first is a 45-round drum, which appears to be a heavily modified MG42 drum rechambered for 7.92x33mm Kurz (which appears to be inspired by another Activision-published title, ''[[Wolfenstein]]''). The others all rechamber the weapon - either to &amp;quot;7.62 Gorenko&amp;quot; (7.65x25mm Tokarev) or to &amp;quot;.30 Russian Short&amp;quot; (7.62x39mm). The 7.65x25mm conversion can only use 30-round magazines, which are identical to the regular StG ones except for being shorter and straight, making them far too large for pistol-caliber rounds. The 7.62x39mm conversion can use both 20-round and 30-round magazines; the latter are identical to the 7.65x25mm ones, only with tape wrapped around them, while the 20-round ones are of an identical design, but much shorter. Both are too small to fit 7.62x39mm rounds, and both should be curved rather than straight, as 7.62x39mm rounds have a significant taper to them, giving their magazines a distinctive curve.&lt;br /&gt;
&lt;br /&gt;
The stock can be modified in a variety of ways; these include the option to remove it, or replace it with a &amp;quot;Krausnick S11S Folding&amp;quot; stock based on the Sport-Systeme Dittrich BD-44 folding stock. Both these modifications would be impossible in real life with a regular StG, as its stock contains the recoil spring. The &amp;quot;VDD 34S Weighted&amp;quot; stock is mechanically plausible, but appears to be inspired by the H&amp;amp;K PSG-1's stock (albeit made out of wood rather than plastic), which would be anachronistic by nearly thirty years.&lt;br /&gt;
&lt;br /&gt;
While the HUD states the proper 7.92x33mm chambering, the weapon can be seen ejecting 8mm Mauser casings.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codultimate1.jpg|thumb|none|600px|A customized Sturmgewehr 44 &amp;quot;blueprint&amp;quot; is available as part of the Task Force One pack included in the Ultimate Edition of the game.]]&lt;br /&gt;
[[File:CODV stg 2.jpg|thumb|none|601px|Admiring a blue-striped wall with the Sturmgewehr.]]&lt;br /&gt;
[[File:CODV stg 3.jpg|thumb|none|601px|The StG-44's iron sights.]]&lt;br /&gt;
[[File:CODV stg 4.jpg|thumb|none|601px|Thumbing the StG's fire selector.]]&lt;br /&gt;
[[File:CODV stg 5.jpg|thumb|none|601px|Tactical reloads are done with two magazines in one hand, similar to ''Modern Warfare'''s style.]]&lt;br /&gt;
[[File:CODV stg 6.jpg|thumb|none|601px|Loading in a new 30-round magazine from empty.]]&lt;br /&gt;
[[File:CODV stg 7.jpg|thumb|none|601px|Charging the StG-44.]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44==&lt;br /&gt;
The [[AS-44|Sudayev AS-44]] assault rifle returns from ''WWII'', and like the Fedorov Avtomat has a much higher rate of fire than before. It is anachronistically used in 1942 and is incorrectly depicted as being commonly used by Red Army troops at the Battle of Berlin; while the weapon existed at the time, it was only a prototype being tested in trials and was never actually adopted or issued.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 (Model 4) - 7.62x41mm M43]]&lt;br /&gt;
[[File:VanguardAS44StalingradPolina.jpg|thumb|none|600px|Polina reloads a customized AS-44 during the &amp;quot;Stalingrad&amp;quot; mission. Its appearance is anachronistic since the mission takes place in 1942.]]&lt;br /&gt;
[[File:Vanguardas44stalingradnormal1.jpg|thumb|none|600px|Initial equip animation with a standard AS-44 gives a good view of the right side of the gun.]]&lt;br /&gt;
[[File:CODV AS-44 (1).jpg|thumb|none|600px|The AS-44 in a Warzone pre-round.]]&lt;br /&gt;
[[File:CODV AS-44 (2).jpg|thumb|none|600px|Iron sights of the Sudayev.]]&lt;br /&gt;
[[File:CODV AS-44 (3).jpg|thumb|none|600px|Reloading the slabside magazine.]]&lt;br /&gt;
[[File:CODV AS-44 (4).jpg|thumb|none|600px|Right-handing the charging handle and bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] returns from ''WWII'', being used by Soviet soldiers and Partisans. It features a short &amp;quot;fast mag&amp;quot; and an extremely long, curved magazine seemingly inspired by 45-round AK magazines. A short barreled version also exists that reflects the short-barreled SKT40. Of interesting fact, the P/U scope in-game is labeled as the “SVT40 PU 3.5x” scope, a reference to the fact that the P/U scope was originally intended for the SVT-40 as a sniper rifle, but problems with zeroing the rifles led to the Soviets re-using the scopes and creating new mounts for the Mosin Nagant. Despite this, the gun uses the Mosin Nagant-style of scope mount instead of the original one made for the rifle.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:VanguardSVT40PolinaStalingrad.jpg|thumb|none|600px|Polina picks up an SVT-40 and performs an ammo check. While she does indeed find ammo, she doesn't find a functional extractor, since the chambered round stays in the chamber instead of moving with the bolt; this round appears to simply be part of the model, remaining there even when the gun runs dry.]]&lt;br /&gt;
[[File:CODV SVT-40 (1).jpg|thumb|none|600px|The Tokarev rifle in Warzone.]]&lt;br /&gt;
[[File:CODV SVT-40 (2).jpg|thumb|none|600px|Iron sights of the rifle.]]&lt;br /&gt;
[[File:CODV SVT-40 (3).jpg|thumb|none|600px|Reloading the box magazine from empty.]]&lt;br /&gt;
[[File:CODV SVT-40 (4).jpg|thumb|none|600px|Chambering the SVT-40.]]&lt;br /&gt;
[[File:VanguardSVT40PUScope(2021).jpeg|thumb|none|600px|Gunsmith view of the SVT-40 fitted with a PU Scope. Oddly, despite being explicitly referred to as the &amp;quot;SVT-40 PU&amp;quot; scope (even when mounted to other weapons), the scope is mounted using a Mosin-Nagant scope mount instead of the one meant for the SVT-40.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk2==&lt;br /&gt;
The [[Bren Mk2]] appears in the game as a light machine gun. It has a much more accurate fire rate than in ''Call of Duty: WWII'', but with the rear sight incorrectly mounted on the barrel (or rather, not mounted, since it just floats in mid-air; this appears to be a bug). The player character also grips the gas tube, a sure-fire way to burn your hand. The fictional 100-round drum magazine from ''WWII'' also returns in Gunsmith as a possible magazine attachment for it, as opposed to the real-life pan for the MkI. 6.5x50mmSR Arisaka is an available ammo conversion, which is fictional. The magazines used to look like the ones used in the 7.92x57mm Mauser Bren guns.&lt;br /&gt;
&lt;br /&gt;
Arthur Kingsley starts off with one during the final mission during the Battle of Berlin, despite holding an MP40 in the cutscene before.&lt;br /&gt;
[[File:Bren mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:Vanguard Bren (1).jpg|thumb|none|600px|The Bren Mk.2 in the gunsmith preview. Note that the rear sight is correctly attached to the receiver here, suggesting that its in-game location is a bug.]]&lt;br /&gt;
[[File:CODV Bren (1).jpg|thumb|none|600px|Overlooking much of Caldera with the Bren gun.]]&lt;br /&gt;
[[File:CODV Bren (2).jpg|thumb|none|600px|The view through the Mk2 style sights.]]&lt;br /&gt;
[[File:CODV Bren (3).jpg|thumb|none|600px|Actuating the fire selector lever.]]&lt;br /&gt;
[[File:CODV Bren (4).jpg|thumb|none|600px|Pulling the bolt from empty - it isn't really visible though, since the Bren is kept shouldered.]]&lt;br /&gt;
[[File:CODV Bren (5).jpg|thumb|none|600px|Yanking out the Bren magazine.]]&lt;br /&gt;
[[File:CODV Bren (6).jpg|thumb|none|600px|Rocking in another one.]]&lt;br /&gt;
&lt;br /&gt;
===ZB vz. 26===&lt;br /&gt;
Equipping the &amp;quot;Queen's 775 Scepter&amp;quot; barrel, &amp;quot;6.5 Sakura 30 Rounds Mags&amp;quot;, and &amp;quot;Oak &amp;amp; Shield 12B&amp;quot; stock gives the Bren the general appearance of a [[ZB vz. 26]], just with the later Bren rear sight.&lt;br /&gt;
[[File:ZB-26.jpg|thumb|none|450px|ZB-26 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-BrenZB1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-BrenZB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] returns from ''WWII'', again named the &amp;quot;NZ-41&amp;quot; and classified as an assault rifle. As with ''WWII'', its model is mirrored and uses 10-round SMLE magazines by default, though this time they hold a ludicrous 30 rounds in gameplay (as compared to ''WWII'''s also-inaccurate 24). It can be modified with an extended Bren magazine. It can be rechambered in both 7.92x57mm Mauser and 6.5x50mm Arisaka rounds; the latter's magazine model is that of a 30-round Bren magazine, which ironically would be appropriate for the default model but not the rechambered one.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|none|450px|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Codvancharlton1.jpg|thumb|none|600px|Riggs fires his Charlton while fighting in North Africa.]]&lt;br /&gt;
[[File:Vanguard Charlton (1).jpg|thumb|none|600px|Viewing the model of the mirrored Charlton.]]&lt;br /&gt;
[[File:CODV Charlton (1).jpg|thumb|none|600px|Nikolai holds a Charlton contraption in Warzone, wondering why Sledgehammer insists on mirroring the ANZAC weapons.]]&lt;br /&gt;
[[File:CODV Charlton (2).jpg|thumb|none|600px|Aiming the Charlton.]]&lt;br /&gt;
[[File:CODV Charlton (3).jpg|thumb|none|600px|Removing Lee's detachable magazine - note the release is shown being used here, a nice detail.]]&lt;br /&gt;
[[File:CODV Charlton (4).jpg|thumb|none|600px|In with another - it appears to lack bullets, though.]]&lt;br /&gt;
[[File:CODV Charlton (5).jpg|thumb|none|600px|Working the mirrored Charlton action.]]&lt;br /&gt;
[[File: VanguardCharltonAR30roundmag(2021).jpeg|thumb|none|600px|Gunsmith view of the Charlton Automatic Rifle with a bipod and 30 round Bren magazine that holds 45 rounds of &amp;quot;6.5mm Sakura&amp;quot; (6.5x50mm Arisaka) in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27==&lt;br /&gt;
A [[Degtyaryov DP-27]] with the pistol grip of the [[Degtyaryov DPM|DPM]] variant is indexed as the &amp;quot;DP27&amp;quot; in ''Vanguard''. It has a noticeably higher rate of fire than the real weapon, and the pan magazine holds 63 rounds (like on the tank-mounted DT variants) instead of 47. A proper 47 round pan magazine is available in the Gunsmith, although the magazine model will not reflect the real-world magazine.&lt;br /&gt;
&lt;br /&gt;
An upgraded pan magazine holds 105 rounds, while the 30 round &amp;quot;speed belt&amp;quot; (which unlike most &amp;quot;fast mag&amp;quot; capacity buffs after Season 3, machine guns are not affected) upgrade converts the weapon into effectively an [[Degtyaryov RP-46|RP-46]], which is anachronistic (although given later seasons in the game that add multiplayer maps that take place after 1946, it may not be), and also peculiar as a &amp;quot;speed&amp;quot; option, as a belt should take longer to reload then a magazine. With this upgrade, the chamber still has a round in it when reloading from empty. The player character holds the weapon with their fingers in the way of the bolt, which would be very painful in real life. Additionally, one of the stock options uses the stock of the [[PKM]], which is anachronistic by a few decades.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryev DP-27/28 - 7.62x54mm R]]&lt;br /&gt;
[[File:Dpm.jpg|thumb|none|450px|Degtyarev DPM - 7.62x54mm R]]&lt;br /&gt;
[[File:Vanguard DPM (1).jpg|thumb|none|600px|A preview of the Degtyaryev in the beta - note the missing heatshield and exposed recoil spring; the stock is still from the original DP-27/28 pattern.]]&lt;br /&gt;
[[File:CODV DP-27 (1).jpg|thumb|none|600px|Nikolai here again in Warzone, with the DP-27.]]&lt;br /&gt;
[[File:CODV DP-27 (2).jpg|thumb|none|600px|Aiming - the sights aren't really misaligned, they just have a high degree of sway on some weapons.]]&lt;br /&gt;
[[File:CODV DP-27 (3).jpg|thumb|none|600px|Releasing the pan magazine...]]&lt;br /&gt;
[[File:CODV DP-27 (4).jpg|thumb|none|600px|..and replacing it with another one.]]&lt;br /&gt;
[[File:CODV DP-27 (5).jpg|thumb|none|600px|When empty, the pan is popped off, then the bolt is run back.]]&lt;br /&gt;
[[File:CODV DP-27 (6).jpg|thumb|none|600px|The new magazine is loaded on top with the left hand.]]&lt;br /&gt;
[[File: VanguardProperDP27(2021).jpeg|thumb|none|600px|Gunsmith view of the DP-27/DPM hybrid with heat shield, bipod, and flash hider.]]&lt;br /&gt;
[[Image:RP46.jpg|thumb|none|450px|RP-46 - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/40 Automatic Rifle==&lt;br /&gt;
The [[Kg m/40 automatic rifle]] was added in Season Two, classified as an assault rifle.&lt;br /&gt;
[[File:Kgm40.jpg|thumb|none|450px|Kulsprutegevär m/1940 - 6.5×55mm Swedish]]&lt;br /&gt;
[[File:Codkgm40.jpg|thumb|none|600px|Promotional image of the Kg m/40.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] appears with a stylized and elongated handguard by default, and is classified as an assault rifle. The gun is select-fire in-game, but lacks the slow/fast auto settings of the real M1918A2 and is instead portrayed with a semi/full-auto selector, similarly to the original M1918 (though the full-auto mode in-game has the slow rate of fire as opposed to the M1918's fast one). The in-game model also has holes drilled into the trigger guard and a fictional box magazine in MP by default. It should be noted that in the single player, the BAR is fitted with the correct handguard and magazine model. Equipped the &amp;quot;8mm Klauser&amp;quot; magazine will give you the proper magazine model. Barrel attachments include the Colt R75A ribbed barrel and carry handle, but with the proper A2 handguard. The two curved magazine options are based off of the [[BAR#Kg m/21|Kg m/21]]'s 20-rounders and an experimental 40-round curved magazine made for AA purposes during WWI, respectively. Both are labeled as being in .50 BMG, a rather ludicrous choice - if nothing else, a .50 BMG round is over two inches longer than a .30-06 one, so a .50 BMG round wouldn't even be able to fit into the BAR's receiver without modifying it heavily enough to bring up some serious Ship of Theseus discussions.&lt;br /&gt;
&lt;br /&gt;
Anachronistic 10 round aftermarket magazines are available as the &amp;quot;20 round fast mags&amp;quot;; as the name would imply, these hold twice as many rounds as they ought to (prior to Season 3, it used to hold 12 rounds, still too many). The late-war carrying handle is anachronistic for most campaign missions the BAR appears in.&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06 Springfield]]&lt;br /&gt;
[[File:BARearlymodel.jpg|thumb|450px|none|M1918 Browning Automatic Rifle - .30-06 Springfield]]&lt;br /&gt;
[[File:Codvanbar1.jpg|thumb|none|600px|A soldier fires his BAR through some destroyed cover in the Champion Hill mode.]]&lt;br /&gt;
[[File:Vanguard BAR (1).jpg|thumb|none|600px|The BAR in the Gunsmith preview, with its unusual handguard, WWI-era wood stock, and stylized flat-bottomed magazine.]]&lt;br /&gt;
[[File:CODV BAR (1).jpg|thumb|none|600px|The BAR in Warzone deathmatch.]]&lt;br /&gt;
[[File:CODV BAR (2).jpg|thumb|none|600px|Aiming with its default WWII-era sights.]]&lt;br /&gt;
[[File:CODV BAR (3).jpg|thumb|none|600px|Reloading the BAR.]]&lt;br /&gt;
[[File:CODV BAR (4).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:VanguardM1918BARFaux2021.jpeg|thumb|none|600px|A faux build of an M1918 BAR, fitted with A2-style handguard and R75A-esque finned barrel, but World War I-era wood stock and iron sights. Unlike previous Call of Duty games, rear iron sight notches can be switched out and changed in the Gunsmith. The WWI-style of sights is an unlock.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1917==&lt;br /&gt;
The [[Colt 1895 Automatic Machine Gun|Marlin Model 1917]] was added in Season 2 as a fictional handheld version known as the &amp;quot;Whitley&amp;quot;. As with the BAR, a fictional (and ridiculous) &amp;quot;.50 BMG&amp;quot; conversion is available as well as a conversion to .303 British (which did exist).&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin M1917.jpg|thumb|none|450px|Marlin Model 1917 - .30-06 Springfield]]&lt;br /&gt;
[[File:Codwhitley1.jpeg|thumb|none|600px|Promotional image of the &amp;quot;Whitley&amp;quot;. It has a side grip to help stabilize the weapon and feeds from a smaller belt-box or drum.]]&lt;br /&gt;
[[File:Codvg-marlin-gunsmith.jpg|thumb|none|600px|The base Marlin M1897 in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==MAS AA-52==&lt;br /&gt;
The [[MAS AA-52]] was added in Season 4 as the &amp;quot;UGM-8&amp;quot;.&lt;br /&gt;
[[File:AA52.jpg|thumb|none|450px|MAS AA-52 GPMG - 7.5x54mm French]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] returns from ''WWII'' with a much more accurate rate of fire. The drum holds a correct 50 rounds in the campaign, but an incorrect 125 in multiplayer. Originally in the beta, the gun had its flash hider removed and this can still be seen in single-player cutscenes. Upon release, however, the flash hider was added back onto the gun and won’t be replaced unless a muzzle attachment is swapped out. The belt links are incorrectly depicted as disintegrating. Like the DP-27, the fast mag option adds a belt of 50 rounds, which would more than likely take longer to reload than the drum in real life. The MG42 can be rechambered for 6.5x50mm Arisaka rounds or even more ludicrously, 13.2x92mm TuF. A square belt box appears as an extended option, this box is anachronistic, borrowed from the post-war [[MG3]]. The &amp;quot;VDD 680mm 31M&amp;quot; barrel attachment makes the weapon resemble the [[Talk:MG34|Rheinmetall MG 39 Rh]].&lt;br /&gt;
&lt;br /&gt;
In the campaign, the MG42 is used extensively, both in man-portable form by &amp;quot;Jagermorders&amp;quot; or German heavy soldiers, and mounted on vehicles and emplacements. It also makes a bizarre appearance in the Bougainville mission set in the Pacific theater, used in Japanese positions, and Wade Jackson even uses a modified one to clear a Japanese airfield.&lt;br /&gt;
&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV MG42 1.jpg|thumb|none|600px|MG42 with drum magazine, used by a German soldier. Interestingly, it appears that after the recycling of the venerable ''Black Ops III'' model (which itself is from ''World at War'') up to ''Cold War'', the MG 42 finally [https://www.artstation.com/artwork/yJRmo5 gets] a brand new model.]]&lt;br /&gt;
[[File:Codvanmg42b5n1.jpg|thumb|none|600px|Sgt. James &amp;quot;Booker&amp;quot; Washington prepares to give Wade a custom MG42, modified to resemble an anti-air/aircraft-mounted gun.]]&lt;br /&gt;
[[File:Codvanmg42b5n2.jpg|thumb|none|600px|Wade fires the custom MG42 to clear the airfield before escaping in the captured plane. In classic FPS fashion, the drum holds infinite ammo throughout this sequence. A more accurate choice would be the [[MG15]] machine gun, which the Japanese copied as the Type 98.]]&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CodVanguard-MG42-RHBarrel.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CodVanguard-MG42-RHBarrel2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 11==&lt;br /&gt;
The [[Type 11 light machine gun]] is available. It reloads in a very similar manner to ''[[Battlefield V]]'''s default Type 11; the hopper is removed and exchanged for a new one, or a clip is simply inserted if one is expended (though the clip-based reload is only used if the number of missing rounds is a multiple of 5, likely to ensure that reloads will always top off the hopper completely. One upgrade is a completely fictional [[ZB-26]]-style straight magazine holding 20 rounds; fictional drum magazines are also available.&lt;br /&gt;
Despite being a Japanese machine gun, the Type 11 is inexplicably found in the opening mission &amp;quot;Phoenix&amp;quot;, set in Germany.&lt;br /&gt;
[[File:Type 11 LMG bipod and sling.jpg|thumb|none|450px|Type 11 light machine gun with bipod/sling - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File: VanguardType11(2021).jpeg|thumb|none|600px|Gunsmith view of the Type 11 light machine gun fitted with a bipod.]]&lt;br /&gt;
[[File:Vanguard Jammer.jpg|thumb|none|600px|The Jammer field upgrade's artwork, featuring a Type 11 somewhat inexplicably placed next to a radio jammer with English markings and what appears to be an also-English Pattern 1907 bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Type 91===&lt;br /&gt;
Removing the stock turns the Type 11 into a Type 91, vehicle-mounted version.&lt;br /&gt;
[[File:Type91-tank-mounted.jpg|thumb|none|450px|Type 91 Light Machine Gun in tank mount - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:CoDVanguard-Type11-NoStock1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
A man-portable depiction of the [[Vickers|Vickers Mk. I]] is available in the game as a killstreak called the &amp;quot;Deathmachine&amp;quot; (or &amp;quot;Frankengun&amp;quot; during the Alpha). It has 100 rounds, which are explosive, as well as unusable AA sights. One of the voice lines when deploying it yells &amp;quot;Spinning up Deathmachine!&amp;quot; implying that the developers believe that the Vickers is some form of Gatling gun, not unlike the [[M134]] used in previous games in the franchise. When the weapon is empty, the ammo crate is still modeled with rounds in it.&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|400px|Vickers Mk. I with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:Vanguard Deathmachine.jpg|thumb|none|600px|The Deathmachine's killstreak artwork. Note how it lacks the Vickers's distinctive swinging charging handle; instead, it has what appears to be a [[Browning M1917]]'s charging handle mounted on the left side of the receiver.]]&lt;br /&gt;
[[File:Codvanvickers1.jpg|thumb|none|600px|Riggs hefts the Vickers gun. The depiction sports a chainsaw grip and belt box, similar to the [[MG08/15]] in ''[[Battlefield 1]]''.]]&lt;br /&gt;
[[File:Codvanvickers2.jpg|thumb|none|600px|Wreaking havoc with the Vickers and its explosive ammo.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
The [[AN/M14 incendiary grenade]] is used by Kingsley to disable a naval gun in the Merville Gun Battery mission. This is a reference to the fact that the British paratroopers in the actual operation lacked sappers and proper explosives and resorted to using whatever was available such as Gammon bombs' plastic explosive for the task. It is also available in multiplayer as the &amp;quot;Thermite&amp;quot;.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|200px|AN/M14 incendiary grenade. This is a pre-1987 example with the old color scheme (gray body with purple markings), modern examples have a red body with black markings.]]&lt;br /&gt;
[[File:CoDVanguard-Thermite1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Thermite2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Bangalore Torpedo==&lt;br /&gt;
A Bangalore Torpedo is used by Kingsley to destroy a naval gun in the Merville Gun Battery mission. This is a reference to the fact that the British paratroopers in the actual operation lacked sappers and proper explosives and resorted to using whatever was available such as Gammon bombs' plastic explosive for the task.&lt;br /&gt;
[[Image:Bangalore-Box-2.jpg|thumb|none|400px|Crate containing M1A1 Bangalore Torpedoes.]]&lt;br /&gt;
[[File:CoDVanguard-Bangalore1.jpg|thumb|none|600px|Kingsley feeding a Bangalore to the 15 cm TbtsK C/36 naval gun when realistically it should have been a Gammon bomb and a Skoda houfnice vz. 14/19 respectively.]]&lt;br /&gt;
[[File:CoDVanguard-Bangalore2.jpg|thumb|none|600px|Igniting the fuse.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
Several [[F-1 hand grenade]]s can be seen hanging on Soviet soldiers' uniforms.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDVanguard-F1Grenade1.jpg|thumb|none|600px|Red Army soldier with F-1 grenades in the Stalingrad mission.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by Evans to neutralize a German naval gun crew in Operation Tonga. While featuring a new and appropriate yellow model unlike the faux white one from ''Call of Duty: WWII'', it appears that the additional pseudo German version from WWII is also reused in the campaign. It is also featured in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|200px|M18 smoke grenade - Yellow.]]&lt;br /&gt;
[[File:CoDVanguard-Smoke1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Smoke2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured as a component of the fictional trophy system which was be added with Season Three. Its appearance in WWII is heavily anachronistic as it was developed in the 50s, adopted by the US military in 1960 and saw first combat usage in 1966 during the Vietnam War.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
[[Mills Bomb]]s are carried by British paratroopers in the reveal trailer. They also appear in artwork for the Warmachine field upgrade.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Vanguard Warmachine.jpg|thumb|none|600px|The Warmachine's artwork, featuring Mills Bombs behind the 2-inch mortar rounds.]]&lt;br /&gt;
[[File:CoDVanguard-MillsUniform.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Grenade==&lt;br /&gt;
American [[Mk 2 hand grenade]]s are used by US forces during the campaign. It is also the standard grenade in multiplayer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:VanguardMPMK2Grenade1.jpg|thumb|none|600px|The Mk 2 in the MP grenade-selection menu.]]&lt;br /&gt;
[[File:Vanguard Armor Plates.jpg|thumb|none|600px|The Armor Plates field upgrade's artwork features 3 Mk 2 grenades prominently.]]&lt;br /&gt;
[[File:VanguardMK2type41.jpg|thumb|none|600px|Wade places a Mk 2 grenade on a Type 41 gun to disable it although the lever has not been removed.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. V CN Gas Grenade==&lt;br /&gt;
The [[Mk.V CN Gas Grenade]] appears as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk. V CN Gas Grenade]]&lt;br /&gt;
[[File:Vanguard Mk V.jpg|thumb|none|600px|The Mk. V in the grenade selection menu; note how it is incorrectly shown as impact-detonated and features a small metal square on the body that serves no obvious purpose.]]&lt;br /&gt;
[[File:CoDVanguard-GasGrenade.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
[[Model 24 Stielhandgranate]]s can be used in the campaign, called &amp;quot;Model 24 Hand Grenade&amp;quot;. It is also carried by Nazi zombies.&lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDVanguard-Stielhandgranate1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Stielhandgranate2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Stielhandgranate3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Nebelhandgranate 39==&lt;br /&gt;
The multyplayer character Constanze carries a bag full of [[Nebelhandgranate 39]] smoke grenades.&lt;br /&gt;
[[Image:M39Smoke.jpg|thumb|none|400px|Nebelhandgranate 39]]&lt;br /&gt;
[[File:CoDVanguard-Nebelgranate1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Nebelgranate2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 Mk. I==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade|No. 69 Mk. 1]] returns from ''WWII'', once again incorrectly depicted as a stun grenade. It is also incorrectly used by the Germans in the Hamburg mission. The multiplayer characters throw it using only one hand in a rather tactical and too modern manner for the setting due to reusing ''Modern Warfare'' mechanics.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 Mk. 1 High-Explosive hand grenade.]]&lt;br /&gt;
[[File:Vanguard No 69.jpg|thumb|none|600px|The No. 69 Mk. 1 in the multiplayer grenade-selection menu; apparently unsatisfied with just one impact-detonated British hand grenade, Sledgehammer decided to add another and completely ignore how it actually works.]]&lt;br /&gt;
[[File:CoDVanguard-No69-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-No69-2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 Mk. I S.T. Grenade==&lt;br /&gt;
The British [[No 74 ST Grenade|No. 74 S.T. Grenade]] is available via Season 2.&lt;br /&gt;
[[file:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 774 Mk. I Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDVanguard-No74-1.jpg|thumb|none|600px|Pulling the pin.]]&lt;br /&gt;
[[File:CoDVanguard-No74-2.jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 77 Mk. I Grenade==&lt;br /&gt;
The [[No. 77 Smoke Grenade]] Mk. I is notably used by the British paratroopers to flush out a German bunker in Operation Tonga. It was also added to multiplayer with Season One as the &amp;quot;Incendiary Grenade&amp;quot;.&lt;br /&gt;
[[Image:No77Mk1can.jpg|thumb|none|180px|No. 77, W.P. Mk. 1 Incendiary Smoke hand grenade.]]&lt;br /&gt;
[[File:CoDVanguard-No77-1.jpg|thumb|none|600px|Priming an &amp;quot;Incendiary Grenade&amp;quot;.]]&lt;br /&gt;
[[File:CoDVanguard-No77-2.jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 82 &amp;quot;Gammon Bomb&amp;quot;==&lt;br /&gt;
The [[Gammon Grenade|No. 82 Gammon Bomb]] appeared as the &amp;quot;Impact Grenade&amp;quot; in the Alpha; the release build of the game changed this to &amp;quot;Gammon Bomb&amp;quot;.&lt;br /&gt;
[[File:Gammon.jpg|thumb|none|No. 82 Gammon Grenade]]&lt;br /&gt;
[[File:Vanguard Gammon.jpg|thumb|none|600px|The Gammon in the multiplayer grenade selection menu; unlike the one in the reference image, the in-game Gammon's bag is completely full.]]&lt;br /&gt;
[[File:CoDVanguard-Gammon1.jpg|thumb|none|600px|Priming a &amp;quot;Gammon Bomb&amp;quot;.]]&lt;br /&gt;
[[File:CoDVanguard-Gammon2.jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:CoDVanguard-GammonWebb.jpg|thumb|none|600px|Arthur takes a look at Webb's attached Gammon Bombs.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
Some [[RGD-33 stick grenade]]s are also seen carried by Soviet soldiers during the campaign. They are also part of Polina's multiplayer outfits. &lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade.]]&lt;br /&gt;
[[File:CoDVanguard-RGD1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-RGD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-RGD3.jpg|thumb|none|600px|Two RGDs on Polina's &amp;quot;WInter Siege&amp;quot; outfit.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-40 anti-tank grenade==&lt;br /&gt;
An [[RPG-40 anti-tank grenade]] is seen tucked on Polina Petrova's belt.&lt;br /&gt;
[[File:RPG-40ATGrenade.jpg|thumb|none|350px|Soviet RPG-40 anti-tank grenade]]&lt;br /&gt;
[[File:CoDVanguard-RPGAT1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] returns as the &amp;quot;S-Mine 44&amp;quot; (being generically referred to as the &amp;quot;Proximity Mine&amp;quot; in the Alpha); gameplay-wise, it is analogous to the [[M18 Claymore]] from the series' more modern entries, with an incorrect proximity fuze instead of the real mine's pressure-based fuze.&lt;br /&gt;
[[File:SMine35.jpg|thumb|none|400px|S-Mine 35. Note the fuze is in the center of the mine body; the later S-Mine 44's fuze was instead offset.]]&lt;br /&gt;
[[File:CoDVanguard-S-Mine1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Vanguard S-Mine.jpg|thumb|none|600px|The S-Mine in the multiplayer grenade/equipment menu; note the offset fuze.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Hand Grenade==&lt;br /&gt;
The [[Type 97 hand grenade]] can be used during the Pacific single-player campaign.&lt;br /&gt;
[[Image:Japanese-type97-grenade.jpg|thumb|none|180px|Type 97 hand grenade]]&lt;br /&gt;
[[File:VanguardType97Grenade1.jpg|thumb|none|600px|A Japanese soldier with the grenade in his webbing, which seems to be missing its horizontal grooves. For the same reason as the Japanese using STG44s, he is equipped with a Becker shotgun.]]&lt;br /&gt;
[[File:VanguardTyp974.jpg|thumb|none|600px|A box full of grenades.]]&lt;br /&gt;
[[File:VanguardType973.jpg|thumb|none|600px|Pulling the pin on the Type 97.]]&lt;br /&gt;
[[File:CoDVanguard-Typ97-1.jpg|thumb|none|600px|Holding the readied Type 97.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
==Flammenwerfer 41==&lt;br /&gt;
The German [[Flammenwerfer 41]] is available as part of the &amp;quot;Flamenaut&amp;quot; streak, which also includes a heavy armored suit like the &amp;quot;Flame Trooper&amp;quot; from ''[[Battlefield 1]]''. This suit obscures your vision but gives you much more health. The weapon is incorrectly referred to as the [[Flammenwerfer 35]].&lt;br /&gt;
[[File:Flammenwerfer 41.jpg|thumb|none|300px|Flammenwerfer mit Strahlpatrone 41]]&lt;br /&gt;
[[File:Vanguard Flamenaut.jpg|thumb|none|600px|The Flamenaut killstreak's artwork; note how the suit comes with what appears to be an anachronistic Soviet GP-5 gas mask.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] is exclusive to the campaign; it is used by an American soldier during the Pacific segment, and is later taken and used by Wade Jackson to burn out Japanese positions. An unusable M2 Flamethrower is also seen on a table in the buy round of the &amp;quot;Champion Hill&amp;quot; multiplayer mode.&lt;br /&gt;
[[File:M2-2FlameAth.jpg|thumb|none|300px|M2-2 flamethrower]]&lt;br /&gt;
[[File:VanguardFlamethrowerLewis1.jpg|thumb|none|600px|Lewis Howard lights up a Japanese position with his M2.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Bomb Thrower, 2 inch, Mk I==&lt;br /&gt;
The [[Ordnance SBML 2 inch Mortar|Bomb Thrower, 2 inch, Mk I]] appears as the &amp;quot;MK11 Launcher&amp;quot;. The &amp;quot;Warmachine&amp;quot; killstreak is a fictional version of it that somehow fires in semi-auto and feeds from a drum magazine reminiscent of the [[AGS-17 Plamya]]'s belt box.&lt;br /&gt;
[[File:2 inch Smoke Mortar.jpg|thumb|none|400px|Bomb Thrower, 2 inch, Mk I (UK) / 2 inch Mortar M3 (US) - 50.8mm smoke bomb]]&lt;br /&gt;
[[File:Codvg-mk11-gunsmith.jpg|thumb|none|600px|The regular &amp;quot;MK11 Launcher&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:Vanguard Warmachine.jpg|thumb|none|600px|The Warmachine, in all of its functionally-nonsensical glory. Note that the drum magazine which supposedly should contain the 2 inch mortar rounds seen next to it actually seems too narrow to be able to fit them.]]&lt;br /&gt;
[[File:Codvg-mk11-idle.jpg|thumb|none|600px|The regular &amp;quot;MK11 Launcher&amp;quot; held in first person on a Hawaiian beach.]]&lt;br /&gt;
[[File:Codvg-warmachine-idle.jpg|thumb|none|600px|Ditto for the &amp;quot;Warmachine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] is the first launcher available. The igniter wire is missing and it is reloaded in such a way that the rocket would just fall down the tube.&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|400px|M1 Bazooka - 2.36 inch]]&lt;br /&gt;
[[File:Vanguard M1 Bazooka (1).jpg|thumb|none|600px|The Bazooka in the loadout selection preview.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] appears as a usable weapon. Contrary to its single-shot nature in real life, it is erroneously depicted as being reloadable like the Panzerfaust 150, which started development in early 1945, though its in-game description stills call it a &amp;quot;disposable launcher&amp;quot;.&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust 60 - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:Codvg-panzerfaust-gunsmith.jpg|thumb|none|600px|The Panzerfaust in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears in the game. The igniter wire is missing and it is reloaded in such a way that the rocket would just fall down the tube.&lt;br /&gt;
[[Image:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:Vanguard Panzerschreck (1).jpg|thumb|none|600px|The Panzerschreck in the beta Gunsmith.]]&lt;br /&gt;
[[File:CoDVanguard-PanzerschreckF.jpg|thumb|none|600px|A ''Fallschirmjäger'' holds his Panzerschreck as he noticed the thrown grenade among 88mm rockets in front of the heavy armory.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. V Signal Pistol==&lt;br /&gt;
The [[Webley &amp;amp; Scott No.1 Mk. V Signal Pistol]] is used several times in key moments throughout the campaign. It is incorrectly depicted as double-action-only.&lt;br /&gt;
[[Image:British-No1-MkV-Flare.jpg|thumb|none|300px|No. 1 Mk. V Signal Pistol - 1 inch]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==1.1-Inch/75 Caliber Naval Gun==&lt;br /&gt;
The USS Enterprise (CV-6) aircraft carrier has several [[1.1-Inch/75 Caliber Naval Gun]]s.&lt;br /&gt;
[[File:28 mm AA gun.jpg|thumb|none|400px|1.1-Inch/75 Caliber Naval Gun &amp;quot;Chicago piano&amp;quot; quad mount aboard the USS ''Pennsylvania'' - 28x199mm]]&lt;br /&gt;
[[File:CoDVanguard-75caliber1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==2 cm FlaK 38==&lt;br /&gt;
Several [[2 cm FlaK 38]] anti-aircraft guns can be seen outside the multiplayer maps &amp;quot;Dome&amp;quot; and &amp;quot;Hotel Royal&amp;quot;.&lt;br /&gt;
[[File:Flak38single.jpg|thumb|none|400px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:CoDVanguard-Flak38-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Flak38-2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==2 cm KwK 30==&lt;br /&gt;
Steiner's Sd.Kfz. 231 armored car is equipped with a [[2 cm FlaK 30|2 cm ''Kampfwagenkanone'' 30]].&lt;br /&gt;
[[Image:KwK30mountedon222.jpg|thumb|none|450px|Kampfwagenkanone 30 mounted on an Sd.Kfz. 222 - 20x138mmB]]&lt;br /&gt;
[[File:CoDVanguard-KwK1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==2 Inch Mk. VIII Mortar==&lt;br /&gt;
The Mk VIII. 2&amp;quot; Mortar is strapped to the backpacks of some of the British paratroopers in the Tonga mission.&lt;br /&gt;
[[File:CoDVanguard-MkMortar1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==20 mm Oerlikon Cannon==&lt;br /&gt;
Many [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s are mounted on the USS ''Enterprise'' (CV-6) aircraft carrier and USS ''Texas'' (BB-35) battleship.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm]]&lt;br /&gt;
[[File:CoDVanguard-Oerlikon1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Oerlikon2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Oerlikon3.jpg|thumb|none|600px|Two Cannon onboard the USS ''Texas''.]]&lt;br /&gt;
&lt;br /&gt;
==3 Inch/50 Mark 2 Model 4==&lt;br /&gt;
The stranded American navy cargo ship has several [[3-Inch/50 Caliber Naval Gun]] Mark 2 Model 4 deck guns. Some of these guns are also mounted on the USS ''Texas''.&lt;br /&gt;
[[File:3Inch50Calibergun.jpg|thumb|none|400px|3 Inch 50 Caliber Anti-Aircraft Gun Display at Chengkungling History Museum, China.]]&lt;br /&gt;
[[File:CoDVanguard-3InchGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-3InchGun2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-3InchGun3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-3InchGun4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
A German Stuka dive bomber in the trailer can be seen with two [[Rheinmetall Bordkanone 3.7]]. In the final level, gun pods not yet mounted on planes can be seen in the airbase.&lt;br /&gt;
[[File:Bordkanone 3,7.jpg|thumb|none|400px|Bordkanone 3,7 (BK 3,7) (&amp;quot;on-board cannon 3.7&amp;quot;) - 37mm]]&lt;br /&gt;
[[File:Codvanstuka1.jpg|thumb|none|600px|A Stuka flies overhead, revealing its cannon pods. The lack of dive brakes indicates that this is a Ju 87G-1 variant; these variants of the Stuka would only see production at some point after January 1943, making it anachronistic to the Stalingrad setting as depicted in the gameplay reveal.]]&lt;br /&gt;
[[File:CoDVanguard-Bordkanone1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm-FlaK 43==&lt;br /&gt;
The Type VII U-boat at the end of the mission &amp;quot;Phoenix&amp;quot; has a mounted [[3.7 cm Flak 18/36/37/43|3.7-cm-FlaK 43]] AA-gun.&lt;br /&gt;
[[File:3.7 cm Flak 36-37.jpg|thumb|none|400px|3.7 cm Flak 18/36/37/43 - 37 × 263B]]&lt;br /&gt;
[[File:CoDVanguard-UFlak1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==40 mm Bofors==&lt;br /&gt;
Several [[Bofors 40mm]] AA guns are seen on the map &amp;quot;USS ''Texas'' 1945&amp;quot;.&lt;br /&gt;
[[Image:Bofors40Quad.jpg|thumb|none|400px|Bofors 40mm L/60 quad mounting - 40x311mmR]]&lt;br /&gt;
[[File:CoDVanguard-TexasBofors1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==5 cm Pak 38==&lt;br /&gt;
Four [[5 cm Pak 38]] Anti Tank guns can be seen outside the multiplayer map &amp;quot;Red Star&amp;quot;. Several Pak 38 are also seen in the single-player missions &amp;quot;Lady Nightingale&amp;quot; and &amp;quot;Fourth Reich&amp;quot;.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|400px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:CoDVanguard-Pak1.jpg|thumb|none|600px|One of three Paks on the map &amp;quot;Red Star&amp;quot;.]]&lt;br /&gt;
[[File:CoDVanguard-Pak2.jpg|thumb|none|600px|Arthur Kingsley looks at a Pak inside the Berlin U-Bahn.]]&lt;br /&gt;
[[File:CoDVanguard-Pak3.jpg|thumb|none|600px|Another gun stationied in a park.]]&lt;br /&gt;
&lt;br /&gt;
==5-Inch/38 Caliber Naval Gun==&lt;br /&gt;
Some Mark 12 [[5-Inch/38 Caliber Naval Gun]]s are also mounted on the USS ''Enterprise'' (CV-6) aircraft carrier.&lt;br /&gt;
[[File:5-inch nawal.jpg|thumb|none|400px|5-Inch/38 Naval Single Open Mount - 127×680mmR]]&lt;br /&gt;
[[File:CoDVanguard-38caliber1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-38caliber2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==8 cm Granatwerfer 34==&lt;br /&gt;
During the mission &amp;quot;Battle of El Alamein&amp;quot;, Lucas encounters three [[Granatwerfer 34 Mortar]]s.&lt;br /&gt;
[[Image:8cm-granatwerfer-34.jpg|thumb|none|300px|Granatwerfer (GrW) 34 - 81.4 mm (3.20 in)]]&lt;br /&gt;
[[File:CoDVanguard-GrW1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-GrW2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Flak 18==&lt;br /&gt;
Various [[8.8 cm Flak 18/36/37/41|Flak 18]] AA cannons can be seen throughout the campaign and on multiplayer maps.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm]]&lt;br /&gt;
[[File:CoDVanguard-Flak1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Flak2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Flak3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm SK C/35 Naval Gun==&lt;br /&gt;
The Type VII U-boat in the mission &amp;quot;Phoenix&amp;quot; is also armed with an [[8.8 cm SK C/35 Naval Gun]].&lt;br /&gt;
[[File:8.8 cm SK C-35 Naval Gun.jpg|thumb|none|400px|8.8 cm SK C/35 Naval Gun - 88mm]]&lt;br /&gt;
[[File:CoDVanguard-DeckGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==14-Inch/45 Caliber Naval Gun==&lt;br /&gt;
The main armament of the USS ''Texas'' are ten [[14-Inch/45 Caliber Naval Gun]] mounted in five turrets.&lt;br /&gt;
[[File:14-Inch-45 Caliber Naval Gun.jpg|thumb|none|400px|14-Inch/45 Caliber Naval Gun - 356mm]]&lt;br /&gt;
[[File:CoDVanguard-Texas14Gun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==15 cm sFH 18==&lt;br /&gt;
A German ''[[15 cm sFH 18|15 cm sFH 18 &amp;quot;schwere Feldhaubitze]]'' is seen on the multyplayer map &amp;quot;Berlin&amp;quot;.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|Schwere Feldhaubitzen 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm]]&lt;br /&gt;
[[File:CoDVanguard-sFH1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-sFH2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==15 cm TbtsK C/36 naval gun==&lt;br /&gt;
German [[15 cm TbtsK C/36 Naval Gun]] are destroyed by the British paratroopers during the Merville Gun Battery mission. However, this is inaccurate since there were no such guns nor Regelbau M272 casemates as depicted in-game. The actual guns at Merville were old Skoda houfnice vz. 14/19.&lt;br /&gt;
[[File:15cmTbKC36.jpg|thumb|none|400px|15 cm Torpedoboots-Kanone C/36 naval gun in a Regelbau M272 casemate at the Longues-sur-Mer battery, France.]]&lt;br /&gt;
[[File:CoDVanguard-TbtsK1.jpg|thumb|none|600px|Arthur takes a look at this &amp;quot;125mm gun&amp;quot;.]]&lt;br /&gt;
[[File:Vanguardnavalbattery1.jpg|thumb|none|600px|Rear of the gun.]]&lt;br /&gt;
[[File:Vanguardnavalbattery3.jpg|thumb|none|600px|Kingsley opening the breach. Note his partner incorrectly refers to it as a 125mm gun.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is seen mounted in British Crusader Tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-Besa1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==BL 4.5-inch medium field gun==&lt;br /&gt;
A British BL 4.5-inch medium field gun is seen on a promotional picture for the &amp;quot;Caldera&amp;quot; Warzone map.&lt;br /&gt;
[[File:CoDVanguard-BLGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 38==&lt;br /&gt;
Some Italian Carro Armato M13/40 Tanks on the multiplayer map &amp;quot;Desert Siege&amp;quot; are equipped with hull-mounted [[Breda Modello 38]] machine guns.&lt;br /&gt;
[[File:Breda38.jpg|thumb|none|400px|Breda Modello 38 tank mounted machine gun - 8x59mm RB Breda]]&lt;br /&gt;
[[File:CoDVanguard-BredaTank1.jpg|thumb|none|600px|Note the white kangaroo which is painted on the turret. This is a sign for a captured M13/40 tank captured by the British in 1941 and then used by the Australian 6th Cavalry Brigade.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
M4 Sherman tanks have hull-mounted [[Browning M1919A4]] machine guns.&lt;br /&gt;
[[Image:M1919A4 pintle.jpg|thumb|400px|none|Browning M1919A4 on an M31C pedestal mount - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
[[Browning M2]] machine guns appear multiple times throughout the trailer, on Douglas SBD Dauntless dive bombers and a Sherman tank in the Pacific. It is also mounted on the B-25 Mitchell bomber in Warzone.&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|400px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:Codvanbrowning1.jpg|thumb|none|600px|Mateo Hernandez fires his twin Browning M2 machine guns at attacking Zero fighters.]]&lt;br /&gt;
[[File:VanguardM2tailgunner1.jpg|thumb|none|600px|Giving the Zero pilots a mean-mugging.]]&lt;br /&gt;
&lt;br /&gt;
==Cannone da 47/32 M35==&lt;br /&gt;
The main armament of the Italian M13/40 tank is a [[Cannone da 47/32 M35]].&lt;br /&gt;
[[File:Cannone da 47 32.jpg|thumb|none|350px|Cannone da 47/32 M35 - 47mm]]&lt;br /&gt;
[[File:CoDVanguard-TankCannone1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet T-34/85 medium tanks have hull-mounted [[Degtyaryov DT]] machine guns. Some of these late war tanks are seen during the Stalingrad single-player campaign. It is worth mentioning that this model is anachronistic for the Stalingrad scenario; the earlier T-34/76 would be more correct.&lt;br /&gt;
[[Image:DT tank machine gun TBiU 11.jpg|thumb|none|400px|Degtyaryov DT - 7.62x54mm R]]&lt;br /&gt;
[[File:CoDVanguard-DT1.jpg|thumb|none|600px|A hull-mounted Degtyaryov DT on a T-34/85 stopped in front of the blocked Moltke Bridge in Berlin.]]&lt;br /&gt;
&lt;br /&gt;
==MG 13==&lt;br /&gt;
An [[MG13]] machine gun is mounted on an Sd.Kfz. 231 armored car in the reveal trailer.&lt;br /&gt;
[[File:MG13.jpg|thumb|none|400px|Dreyse MG13 - 7.92x57 Mauser]]&lt;br /&gt;
[[File:CoDVanguard-SdKfz-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG 15==&lt;br /&gt;
At Tempelhof airport in &amp;quot;Fourth Reich&amp;quot;, Ju 87 dive bombers can be seen armed with rear-mounted [[MG15]]s.&lt;br /&gt;
[[File:MG15.jpg|thumb|none|400px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-MG15-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-MG15-2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG 17==&lt;br /&gt;
During a cutscene of &amp;quot;Rats of Tobruk&amp;quot;, a wing-mounted [[MG17]] of a Stuka is seen.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|400px|MG15 with 75-round double drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-MG17-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-MGPanzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-MGPanzer2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG 81==&lt;br /&gt;
The [[MG81]] is mounted in the nose of Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[File:Mg81-2.jpg|thumb|none|400px|MG 81 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG 131==&lt;br /&gt;
The [[MG131]] is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[Image:MG 131.jpg|thumb|none|400px|MG131 - 13x64mm B]]&lt;br /&gt;
&lt;br /&gt;
==MG 151==&lt;br /&gt;
The [[MG 151 cannon]] is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[File:MG-151.jpg|thumb|none|400px|MG 151/20 Cannon - 20x82mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington Rolling Block Carbine==&lt;br /&gt;
A scoped [[Remington Rolling Block]] is seen hanging on a wall inside a hut on the multiplayer map &amp;quot;Demyansk&amp;quot;.&lt;br /&gt;
[[File:Remington Model 1867 Rolling Block Carbine.jpg|thumb|400px|none|Remington Model 1867 Rolling Block Carbine - .50-45]]&lt;br /&gt;
[[File:CoDVanguard-DemyanskRifle1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-DemyanskRifle2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Shpitalny-Komaritski ShKAS==&lt;br /&gt;
A Soviet Ilyushin Il-4 twin-engined long-range bomber with a nose-mounted [[Shpitalny-Komaritski ShKAS]] is seen as the Firebombing Run killstreak &lt;br /&gt;
[[File:ShKAS.jpg|thumb|none|400px|Shpitalny-Komaritski ShKAS aircraft machine gun - 7.62x54mmR]]&lt;br /&gt;
[[File:CoDVanguard-ShKAS1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 10 120 mm Dual-Purpose Gun==&lt;br /&gt;
Japanese aircraft carrier ''Kaga'' has several [[Type 10 120 mm Dual-Purpose Gun]].&lt;br /&gt;
[[Image:Type10Cannon.jpg|thumb|none|400px|Damaged Japanese Type 10 dual-purpose gun on Guam - 120mm]]&lt;br /&gt;
[[File:CoDVanguard-Type10-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 41 75mm Mountain Gun==&lt;br /&gt;
Several Japanese [[Type 41 75 mm Mountain Gun]] are seen in the single-player campaign.&lt;br /&gt;
[[File:75mm howitzer.jpg‎|thumb|400px|none|Type 41 75 mm Mountain Gun]]&lt;br /&gt;
[[File:VanguardType411.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:VanguardType412.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Type41M1.jpg|thumb|none|600px|Two Type 41 on the multiplayer map &amp;quot;Numa Numa&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Type 89 12.7 cm/40 Naval Gun==&lt;br /&gt;
A heavy Japanese Anti-air gun is mounted on the &amp;quot;Gavutu&amp;quot; map which is a [[Type 89 12.7 cm/40 Naval Gun]].&lt;br /&gt;
[[File:Type89navalgun.jpg|thumb|400px|none|Twin Type 89 12.7 cm/40 naval gun mounting at Balikpapan, Borneo.]]&lt;br /&gt;
[[File:CoDVanguard-GavutuAAGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-GavutuAAGun2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-GavutuAAGun3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-GavutuAAGun4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 light machine gun==&lt;br /&gt;
The [[Type 96 light machine gun|Type 96 LMG]] is briefly seen during the ending cutscene of the Bougainville mission. Despite this, it does not actually appear during gameplay; the mounted machine guns are for whatever reason [[MG42]]s.&lt;br /&gt;
[[File:Type96.jpg|thumb|none|400px|Nambu Type 96 (minus magazine) equipped with a 2.5X Fuji periscope sight - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:Codvantype961.jpg|thumb|none|600px|A Type 96 is fired from a Japanese pillbox at American forces.]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 15 cm Howitzer==&lt;br /&gt;
A destroyed [[Type 96 15 cm Howitzer]] can be seen in a disabled bunker on the multiplayer map &amp;quot;Numa Numa&amp;quot;.&lt;br /&gt;
[[Image:Type96howitzer.jpg|thumb|none|400px|Type 96 15 cm Howitzer]]&lt;br /&gt;
[[File:CoDVanguard-Type96Howitzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 25 mm AT/AA Gun==&lt;br /&gt;
Two [[Type 96 25 mm AT/AA Gun]]s in twin mounting are seen fired by Japanese soldiers during a cutscene. In-game, however, the gun appears only in triple mount.&lt;br /&gt;
[[File:Type 96 25mm twin.jpg|thumb|300px|none|Type 96 twin AA mounting - 25x163mm]]&lt;br /&gt;
[[File:CoDVanguard-Type96TwAA1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Codvantype96aa1.jpg|thumb|none|600px|The Type 96 AA gun firing at American warplanes in the Pacific.]]&lt;br /&gt;
[[File:Type96AAGun.jpg|thumb|none|450px|Japanese Type 96 AT / AA Gun on triple mount - 25x163mm]]&lt;br /&gt;
[[File:CoDVanguard-Type96TriAA1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Type96TriAA2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Type96TriAA3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Type96TriAA4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Aircraft Machine Gun==&lt;br /&gt;
The [[Type 97 Aircraft Machine Gun]] is the nose-mounted MG of Japanese Mitsubishi A6M &amp;quot;Zero&amp;quot; fighters and Aichi D3A dive bombers.&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[File:CoDVanguard-Type97Air1.jpg|thumb|none|600px|The muzzle of a nose-mounted Type 97 Aircraft Machine Gun on a crashed A6M &amp;quot;Zero&amp;quot; fighter.]]&lt;br /&gt;
[[File:CoDVanguard-Type97Air1-1.jpg|thumb|none|600px|Wade charges both Type 97 in his captured Aichi D3A dive bomber.]]&lt;br /&gt;
[[File:CoDVanguard-Type97Air2.jpg|thumb|none|600px|Checking the Flight instruments.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 light machine gun==&lt;br /&gt;
Japanese tanks like the Type 95 Ha-Go light tank have turret and hull-mounted [[Type 97 light machine gun]]s.&lt;br /&gt;
[[Image:Type 97 tank machine gun.jpg|thumb|none|400px|Type 97 light machine gun in tank configuration - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:VanguardHaGo1.jpg|thumb|none|600px|While observing enemy Type 95 tanks, Wade contemplates how the Japanese on Bougainville Island ended up with STG44s.]]&lt;br /&gt;
[[File:CoDVanguard-Type97TMG1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 81mm Infantry Mortar==&lt;br /&gt;
The [[Type 97 Infantry Mortar]] appears during the campaign.&lt;br /&gt;
[[File:Type 97 Mortar.jpg|thumb|none|400px|Type 97 81-mm Infantry Mortar]]&lt;br /&gt;
[[File:VanguardType97mortar1.jpg|thumb|none|600px|Note the German 80mm Wurfgranate 34 HE rounds next to it.]]&lt;br /&gt;
[[File:VanguardType97mortar2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Cannon==&lt;br /&gt;
The &amp;quot;Zeros&amp;quot; are also armed with two wing-mounted [[Type 99 cannon]]s.&lt;br /&gt;
[[Image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Type 99 cannon aircraft variants, top an earlier Type 99 Mark 1 Model 3 - 20x72mm RB, bottom a later Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[File:CoDVanguard-Type99Cannon1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 99==&lt;br /&gt;
An [[Arisaka Type 99]] is seen on the &amp;quot;Patient Shot&amp;quot; calling card.&lt;br /&gt;
[[File:Arisaka-Type-99.jpg|thumb|none|450px|Arisaka Type 99 standard rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CoDVanguard-ArisakaCallingCard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M2 Mortar==&lt;br /&gt;
The [[M2 Mortar]] is present as the &amp;quot;Mortar Barrage&amp;quot; killstreak.&lt;br /&gt;
[[File:M2Mortar60mm.jpg|thumb|none|350px|M2 Mortar - 60mm]]&lt;br /&gt;
[[File:Codvg-mortarstreakmenu.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
An [[M1903 Springfield]] rifle fitted with an Unertl scope is seen on the &amp;quot;Killer Foliage&amp;quot; calling card.&lt;br /&gt;
[[file:ScopedSpringfield.jpg|thumb|none|450px|M1903A1 Springfield sniper rifle fitted with a 7.8x Unertl scope - .30-06]]&lt;br /&gt;
[[File:Codvg-killerfoilagecallingcard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
A modified version of the [[Marlin Model 1895]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is used by the T-800 in the &amp;quot;Trust Me&amp;quot; highlight intro from Season 4.&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Vanguard&amp;diff=1541092</id>
		<title>Call of Duty: Vanguard</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Vanguard&amp;diff=1541092"/>
		<updated>2022-12-13T00:46:43Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Franchi LF-57 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Vanguard&lt;br /&gt;
|picture=Codvanguardcover1.jpg&lt;br /&gt;
|caption=''Cover Artwork''&lt;br /&gt;
|date=November 5, 2021&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Vanguard''''' is a first person shooter developed by Sledgehammer Games and published by Activision. It was released on November 5th, 2021 for Xbox One and Series S/X, PlayStation 4 and 5 and Microsoft Windows. It is the eighteenth game in the ''Call of Duty'' franchise and the sixth main WWII title in the series, following Sledgehammer's previous game, ''[[Call of Duty: WWII]]''. It features a campaign mode with characters from multiple Allied countries fighting on the Western, Eastern, African and Pacific fronts. It also has a Zombies mode, which is developed by Treyarch instead of Sledgehammer.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Like ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' and ''[[Call of Duty: Black Ops Cold War|Black Ops Cold War]]'', Vanguard uses the Gunsmith system for its weapon attachments and customization, this time however, the mod slots have been increased from 5 in previous games to 10, allowing more attachments to be equipped on the weapon on a single time (but with attachments only serving a minor benefit compared to previous titles). Magazines/Calibers and ammunition type can be changed individually compared to the earlier games, instead of restricting the caliber to its own magazine. Weapon perks are expanded under two separate modifications, weapon proficiencies and weapon kits. As with ''BOCW'', attachments once again feature poor attachment descriptions, inaccuracies, anachronisms and functions that would simply not work that way in real life.&lt;br /&gt;
&lt;br /&gt;
Caliber conversions return from ''Modern Warfare'' and are a bit more ludicrous, such as converting LMGs to fire .50 BMG rounds (which would be way too big to fit in them at all). Also returning are different ammunition types, ranging from incendiary rounds to frangible rounds. Many of the automatic weapons feature select-fire modes between semi and fully-automatic; this is inaccurate as several are full-auto only in real life.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that prior to Season 3 of the game, almost all &amp;quot;fast/speed mag&amp;quot; attachments decrease magazine capacity, it was eventually changed after the update as fast magazines now hold the same rounds as with the base gun. While it corrected some weapons that used to hold too low of a capacity compared to the model, it made others incorrect as a result. Machine gun &amp;quot;fast mags&amp;quot; that have damage benefits are not changed.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
All pistols are held with a modern proper two-handed grip, a technique not practised during WWII, making it anachronistic. One-handed &amp;quot;point-shooting&amp;quot; and teacup grips were the norm in that era. However, they are held one-handed when using the akimbo proficiency, but dual-wielding was not practised during the war either.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The [[Colt M1911]] appears under the &amp;quot;1911&amp;quot; name and has an 8-round magazine by default, which is anachronistic, as 8-round magazines did not exist for the M1911 in WWII. A more appropriate choice for WWII would be the updated [[M1911A1]] variant with a 7 round magazine. Magazine options include a 8 round speed mag (which used to hold 5 rounds before Season 3 began) and an 18 round extended magazine based on the [https://medium.com/war-is-boring/in-the-1930s-you-could-legally-turn-your-colt-1911-into-a-carbine-c152724d4430 .45 ACP extended magazine] made by Monarch Arms &amp;amp; Manufacturing Sales in the 20s and 30s. The &amp;quot;Cooper Full-Auto&amp;quot; barrel tuns the weapon into a machine pistol, with the &amp;quot;Strife Compensator&amp;quot; attachment and the 18 round magazine creating a resemblance to Lebman's machine pistols (such as the one famously used by John Dillinger), minus the Thompson foregrip and stock found on some examples. While 9mm conversions (and clones) of the M1911/M1911A1 exist after WWII, a .30 Russian Short (7.62x39mm) conversion would simply be absurd.&lt;br /&gt;
&lt;br /&gt;
Fired casings have struck primers, seen if you look at an ejected case on the ground.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|350px|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:Codvancolt1.jpg|thumb|none|600px|A tail gunner shoots down a Zero fighter plane with his M1911 pistol. This is a loose reference to a real feat during the war by Owen J. Baggett, who shot down a Zero with an M1911 pistol while parachuting. Note the weapon is shown as double-action only, and the hammer never moves while firing.]]&lt;br /&gt;
[[File:Vanguard Field Mic.jpg|thumb|none|600px|An M1911 lying next to the Field Mic field upgrade; this one's hammer is correctly cocked.]]&lt;br /&gt;
[[File:Vanguard M1911 (1).jpg|thumb|none|600px|The M1911 pistol, note the slanted slide serrations and the grips stylized with only one diamond instead of two.]]&lt;br /&gt;
[[File:Vanguard1911presscheck1.jpg|thumb|none|600px|Performing a press check very similar to the one in ''Modern Warfare'' during the equip animation; this is another technique that wouldn't see widespread use for many years after the war.]]&lt;br /&gt;
[[File:CODV M1911 (1).jpg|thumb|none|600px|The M1911 pistol in the Warzone Caldera mode.]]&lt;br /&gt;
[[File:CODV M1911 (2).jpg|thumb|none|600px|Aiming reveals it has somewhat cropped iron sights by default.]]&lt;br /&gt;
[[File:CODV M1911 (3).jpg|thumb|none|600px|Changing out mags tacticool style...]]&lt;br /&gt;
[[File:CODV M1911 (4).jpg|thumb|none|600px|...and the M1911's empty reload, of more typical style.]]&lt;br /&gt;
[[File:.38Super1911MachinePistol.jpg|thumb|none|350px|The real-life John Dillinger's .38 Super M1911A1 Machine Pistol.]]&lt;br /&gt;
[[File: VanguardFauxLebman1911(2021).jpeg|thumb|none|600px|In game model of a faux Lebman M1911 in .38 Super. Note the extended magazine that was made for the 1911 in limited numbers and the lack of the Thompson-esque front-end grip.]]&lt;br /&gt;
&lt;br /&gt;
==Dumonthier Cutlass Revolver==&lt;br /&gt;
A Dumonthier Cutlass Revolver was added with Season 5 as the &amp;quot;Valois Revolver&amp;quot;, chambered in .45 ACP as a stand-in for 11mm Pinfire. It is a combination based on a [https://www.aaawt.com/html/firearms/f846.html handgun] sold by Antique Associates at West Townsend and another [https://twitter.com/doctorow/status/1356374594957967361 example] auctioned by Rock Island Auction. It does not come nor support with any attachments (beyond its functional, pre-attached bayonet) or even weapon perks (as a result, it cannot be dual-wielded unlike every other handgun). The use of a revolver from the 1900s during WWII or post-WWII would be obviously unlikely.&lt;br /&gt;
[[File:CoDVanguard-Valois1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Valois2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Valois3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Valois4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is available in-game as the &amp;quot;Klauser&amp;quot;. While it was replaced by the [[Walther P38]] in 1938, Lugers saw widespread usage on many fronts, including a production run of guns made by Mauser in 1942. In the campaign, it is seen in the hands of both the Germans and Japanese. The front sights are currently misaligned. The 32 round ''Trommelmagazin 08'' is available for the weapon (under the name &amp;quot;9mm 12 Round Mags&amp;quot;), incorrectly only holding 12 rounds. Additionally, US Army trial versions of the Luger were rechambered for .45 ACP, which is possible in-game with the &amp;quot;.45 ACP 8 Round Mags&amp;quot; or &amp;quot;.45 ACP 12 Round Mags&amp;quot; (the latter is also a ''Trommelmagazin'', but fitted with a sling wrapped around the winding arm of the drum, which would prevent it from feeding into the chamber), however the pistol still lacks the grip safety and slightly longer barrel the trial Lugers had. The &amp;quot;Fitzherbert 200mm BL&amp;quot; barrel is a significantly shortened [[Luger Carbine]] barrel, although stocks are not an option for pistols, so a full mock-up of the Carbine is not possible.&lt;br /&gt;
&lt;br /&gt;
The Luger also appears in the artwork for the Dead Silence field upgrade, fitted with a suppressor.&lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|350px|Luger P08 - 9x19mm. This is a 1917 dated handgun, thus it is a World War One firearm.]]&lt;br /&gt;
[[File:Luger carbine.jpg|thumb|none|450px|Luger Carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[File:CODV P08 1.jpg|thumb|none|600px|A German tank commander with his Luger.]]&lt;br /&gt;
[[File:CODV Luger (1).jpg|thumb|none|600px|Inspecting some refinery tanks with the P.08, held with a two-handed grip.]]&lt;br /&gt;
[[File:CODV Luger (2).jpg|thumb|none|600px|The Luger has a fairly accurate set of sights.]]&lt;br /&gt;
[[File:CODV Luger (3).jpg|thumb|none|600px|Reloading the eight round magazine from empty.]]&lt;br /&gt;
[[File:CODV Luger (4).jpg|thumb|none|600px|Pinching the toggle locks to chamber the pistol.]]&lt;br /&gt;
[[File:Vanguard Dead Silence.jpg|thumb|none|600px|The Luger in the Dead Silence artwork, fitted with a long suppressor; note the seemingly fictional metal-bottomed grips and strange, thick trigger guard. It's also not entirely clear what the suppressor is actually attached to, given that a Luger's barrel ends more or less exactly where the in-game suppressor starts, with no room for threading.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
As in ''[[Call of Duty: WWII|WWII]]'', a hybrid of different [[Mauser C96]] pistols appears, listed under the generic moniker of &amp;quot;Machine Pistol&amp;quot;. It has the general appearance of the M1930 model of the C96, and is full-auto with detachable magazines like the M712 Schnellfeuer, despite lacking a selector switch, and also has a &amp;quot;Red 9&amp;quot; grip (despite not being chambered in 9mm by default). It uses &amp;quot;.30 Klauser&amp;quot; ammunition in 10 round magazines (&amp;quot;.30 Jaeger&amp;quot; during the Beta), a rename of .30 Mauser (i.e. 7.63x25mm Mauser) per Activision's new tendencies to avoid any real equipment names.&lt;br /&gt;
&lt;br /&gt;
A 20 round magazine is available as the &amp;quot;7.62 Gorenko Extended Mags&amp;quot; attachment, holding an incorrect 40 rounds of 7.62x25mm Tokarev (which has a copyright free &amp;quot;Gorenko&amp;quot; name in the Gunsmith instead). The C96 can fire the 7.62x25mm Tokarev round, but doing so is not recommended as it can damage the pistol. The &amp;quot;9mm Extended Mags&amp;quot; uses a fictional magazine that appears to hold 14 rounds. Of note is that Yugoslavia manufactured 9mm M712 pistols, making the caliber correct, but not the capacity. The &amp;quot;VDD 140mm HE&amp;quot; barrel gives it a shorter version of the barrel seen on the [[M1917 Trench Carbine]].&lt;br /&gt;
&lt;br /&gt;
Oddly, the beta version of the C96 mashup had additional magazine options (as well as different names for the ones that stayed for the full release, such as &amp;quot;Tokarev&amp;quot; changing to &amp;quot;Gorenko&amp;quot;) - an 8 round 9x19mm &amp;quot;fast mag&amp;quot; that is reloaded with 10-round stripper clips (''somehow'' being faster than reloading with magazines) and &amp;quot;8mm Nambu&amp;quot; 20 round magazines, a caliber that the C96 never used.&lt;br /&gt;
[[File:Mauser C96 M1930.jpg|thumb|none|400px|Mauser C96 M1930 - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser M712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96MauserRed9.jpg|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Vanguard C96 (1).jpg|thumb|none|600px|The default Mauser in Gunsmith.]]&lt;br /&gt;
[[File: VanguardM712Schnellfeuer(2021).jpeg|thumb|none|600px|Gunsmith representation of an M712 Schnellfeuer fitted with a 20-round magazine, but still lacking the selector switch.]]&lt;br /&gt;
[[File:CoDVanguard-C96-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:M1917Trench.jpg|thumb|none|450px|Mauser M1917 Trench Carbine with 40-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CoDVanguard-C96-7.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-C96-8.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] appears as the &amp;quot;RATT&amp;quot;, presumably taking the TT from the pistol's actual name. It incorrectly holds 9 rounds by default instead of the correct 8. The model's default trigger has a non-standard hole cutout in it, though some of the replacement trigger customizations resemble the correct style. All suppressors humorously block the ironsights. The TT pistol in-game can accept .45 ACP 12-round magazines, a caliber that the TT pistol (or its copies) cannot chamber.&lt;br /&gt;
&lt;br /&gt;
In the beta, the rear sight and recoil spring plug weren't attached to the slide, and floated in place when it moved back, but this was fixed for release.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 (pre-1947) - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Vanguard TT (1).jpg|thumb|none|600px|Previewing the TT pistol in the beta; note the oddly-shaped trigger guard, checkered grip panels, slide with 5 grasping serrations instead of 7, and rather concerning lack of a trigger.]]&lt;br /&gt;
[[File:CODV TT (1).jpg|thumb|none|600px|Holding down a billiards room with the TT, Russian mob style.]]&lt;br /&gt;
[[File:CODV TT (2).jpg|thumb|none|600px|The Tokarev's sights.]]&lt;br /&gt;
[[File:CODV TT (3).jpg|thumb|none|600px|Palming a mag in on the normal reload.]]&lt;br /&gt;
[[File:CODV TT (4).jpg|thumb|none|600px|Actuating the slide catch from empty.]]&lt;br /&gt;
&lt;br /&gt;
===Norinco Type 54 / Model 213===&lt;br /&gt;
Equipping the &amp;quot;9mm Fast Mag&amp;quot; or the &amp;quot;9mm Extended Mags&amp;quot; turns the pistol into a [[Norinco Type 54 / Model 213]], minus the manual safety. The Type 54 / Model 213 was made in 1951 onwards, making the 9mm conversions anachronistic for the majority of the maps. Note both magazines have incorrect capacities of 9 (6 prior to Season 3) and 18 respectively, instead of the correct 8 for the time period. The extended mag also has an incorrect capacity of 18 - real extended Model 213A pistols has a capacity of 14.&lt;br /&gt;
&lt;br /&gt;
[[File:Tokarev NorincoM213B.jpg‎|thumb|none|350px|Norinco Type 54 Model 213 with blued finish - 9x19mm. This is a screen used pistol from ''[[Rush Hour]]'']]&lt;br /&gt;
&lt;br /&gt;
==Webley Mark VI==&lt;br /&gt;
The [[Webley Mk VI]] appears in ''Vanguard'', simply called the &amp;quot;Top Break&amp;quot; due to its break-action chamber. It is shown using .45 ACP ammunition (anachronistic for the WWII campaign, as the .45 ACP modifications for Webley revolvers were made after the war). It can also be rechambered in 9mm and &amp;quot;.30 Russian Short&amp;quot; (7.62x39mm). It can be fired in single-action, although it doesn't even have an animation change (with the hammer magically cocking itself without the user thumbing it back) and makes no difference to the weapon's performance. A suppressor can incorrectly be used with the revolver, something which is impossible in real-life due to the lack of a gas seal.&lt;br /&gt;
&lt;br /&gt;
The initial draw animation for the akimbo Webleys features a cowboy-esque spin of the left revolver. As for the break-action nature of the revolver, the game fudges it by simply thrusting down with the revolver in the character's hand, without pressing the latch to open the revolver up, followed by the equally impossible speedloader reload off-screen, as is tradition for ''Call of Duty''.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|350px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[File:Webley Mark VI 4 inch.jpg|thumb|none|350px|Webley Mk VI with 4&amp;quot; barrel - .455 Webley]]&lt;br /&gt;
[[File:CODV MkVI (1).jpg|thumb|none|600px|Arthur Kingsley observes an old car with his Webley.]]&lt;br /&gt;
[[File:CODV MkVI (2).jpg|thumb|none|600px|Aiming upon another house, with the sickly green gas cloud in the background.]]&lt;br /&gt;
[[File:CODV MkVI (3).jpg|thumb|none|600px|Opening and ejecting out the wafer-clip .45 cartridges.]]&lt;br /&gt;
[[File:CODV MkVI (4).jpg|thumb|none|600px|In with a new set...]]&lt;br /&gt;
[[File:CODV MkVI (5).jpg|thumb|none|600px|...and closing the Webley up.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Armaguerra OG-43==&lt;br /&gt;
The [[Armaguerra OG-43]] was added in Season 2, as the &amp;quot;Armaguerra 43&amp;quot;. While not anachronistic, the use of the OG-43 is very unlikely, given the small number of prototypes existed in real life, and it's exclusively chambered in 9mm, not 7.62x39mm or even 7.92×33mm Kurz (&amp;quot;8mm Kurz&amp;quot; in-game) intermediate rifle calibers.&lt;br /&gt;
&lt;br /&gt;
[[File:Og43.jpg|thumb|none|450px|Armaguerra OG-43 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codvanog43.jpg|thumb|none|600px|Image of the in-game OG-43.]]&lt;br /&gt;
&lt;br /&gt;
==BSA Welgun==&lt;br /&gt;
The [[Welgun|BSA Welgun]] was added in Season 1. It is erroneously shown with a stamped wire charging handle on the right side of the bolt; the real weapon lacked a charging handle (to make construction simpler, and reduce the weapon's width), the user instead simply grabbing the bolt itself and racking it somewhat like a pistol slide (hence why the bolt is serrated and exposed on both sides of the receiver). The magazine well's markings also appear to come from the [[M3 Grease Gun]], reading &amp;quot;SUB-MACH.GUN&amp;quot; and &amp;quot;CAL .4'''6''' M3&amp;quot;; one of the magazine options (a 48-rounder in 7.62x25mm Tokarev) even appears to be an M3's magazine. The other options include two .45 ACP magazines (a 20-rounder that appears to be an [[M1 Carbine]] magazine, which is both too small for 20 rounds of .45 and too long front-to-back to actually fit in the magazine well - bizarrely, this length appears to be filled completely with some sort of spitzer-pointed rifle cartridge that definitely isn't .45 ACP, and a 48-rounder that has an oversized ''Trommelmagazin 08'' attached to a long feed tower, with an inexplicable backwards slant), and a 64-round 9mm magazine (similar to the .45 drum, but with two drums joined together similarly to an [[MG15]] drum). It also fires considerably faster in-game than in reality, with the real weapon clocking in at about 500 RPM.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, several of the weapon's attachments come from different submachine guns entirely (and anachronistic ones at that); the &amp;quot;120mm Gawain Short&amp;quot; barrel and &amp;quot;SA 43 Folding&amp;quot;/&amp;quot;SA 43M Pack&amp;quot; stocks appear to be taken from the [[Carl Gustav M/45]], while the &amp;quot;Gawain Skeletal&amp;quot; stock and &amp;quot;320mm SA Shrouded&amp;quot; and &amp;quot;300mm Wilkie Custom&amp;quot; barrels are from production Sterling variants (the former barrel being from a [[Sterling L2A3]], and the latter being a slightly shorter version of an [[Sterling#Sterling Mk.5 / L34A1|L34A1]]'s).&lt;br /&gt;
[[File:Welgun.jpg|thumb|none|400px|Birmingham Small Arms Welgun - 9x19mm Parabellum]]&lt;br /&gt;
[[File:VanguardWelgun1.jpg|thumb|none|600px|Stock Welgun]]&lt;br /&gt;
[[File:CODV Welgun (1).jpg|thumb|none|600px|The Welgun in Warzone deathmatch.]]&lt;br /&gt;
[[File:CODV Welgun (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:CODV Welgun (3).jpg|thumb|none|600px|Reloading from empty, with the bolt forward.]]&lt;br /&gt;
[[File:CODV Welgun (4).jpg|thumb|none|600px|Pulling it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf m/45==&lt;br /&gt;
A [[Carl Gustaf m/45]] with a shortened receiver and stock was added during Season 3 as the &amp;quot;H4 Blixen&amp;quot;. .45 ACP and 7.62x25mm Tokarev chamberings do not exist for the m/45 or its copies.&lt;br /&gt;
&lt;br /&gt;
[[File:AM.029788.jpg|thumb|none|400px|Carl Gustaf m/45B - 9x19mm]]&lt;br /&gt;
[[File:CODV m45 (1).jpg|thumb|none|600px|Holding the stubby Carl G SMG upon a particularly suspect wall.]]&lt;br /&gt;
[[File:CODV m45 (2).jpg|thumb|none|600px|The iron sights of the Swedish K.]]&lt;br /&gt;
[[File:CODV m45 (3).jpg|thumb|none|600px|The m/45's reload.]]&lt;br /&gt;
[[File:CODV m45 (4).jpg|thumb|none|600px|Tugging the bolt back with the trigger finger.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi LF-57==&lt;br /&gt;
The [[Franchi LF-57]] was added in Season 4 as the &amp;quot;Marco 5&amp;quot;. It can be dual-wielded. It is hugely anachronistic to the World War II time period, not being developed until 1956, a full decade after the war's end in 1945.&lt;br /&gt;
[[File:Franchi lf57-2.jpg|thumb|none|450px|Franchi LF-57 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] appears as the &amp;quot;M1928&amp;quot;, fitted with a 50 drum magazine by default, which is impossible for the M1 Thompsons (but is possible on actual M1928 Thompsons). An extended drum attachment holds 100 rounds, which do exist but never saw adoption in WWII. The initial draw animation involves the player character locking open the bolt, then flicking the safety off (although it never moves and is always pointed at fire). In the beta, a conversion to .30-06 was available, based on [[:File:Thompson .30-06.jpg|this image]] of a prototype M1A1 in .30-06, though the in-game version lacks the necessary lengthened receiver and recoil spring tube of the real prototype. At the time of the official release, this conversion has been removed and replaced with a “30 round fast mag”, which gives the gun 30 round box magazines. This however was incorrectly changed to 50 rounds (as with the drum magazine) after the Season 3 update, for the usual balance changes. Interestingly, while the Cutts compensator is available in game, it is currently not available on the Thompson. Other customization options include the ability to remove the stock, the iconic forward pistol grip, and the M1928 Thompson iron sights, both flipped up and down as different attachments.&lt;br /&gt;
&lt;br /&gt;
In a December 2021 update, the Warzone incarnation of the weapon was bizarrely renamed to &amp;quot;M1912&amp;quot;, despite the first Thompson prototype only appearing in 1917 and the M1A1 appearing in the later years of WWII. The name was eventually reverted to &amp;quot;M1928&amp;quot; in a May 2022 update.&lt;br /&gt;
[[File:Tommy m1.jpg|thumb|none|450px|M1A1 Thompson with 20-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎|thumb|none|450px|M1928A1 Thompson with 50-round drum magazine, for reference - .45 ACP]]&lt;br /&gt;
[[File:CODV thompson 1.jpg|thumb|none|601px|The M1A1 Thompson with a drum magazine in Warzone. Despite the gun having a handguard, the player character holds it by the drum like the PPSh.]]&lt;br /&gt;
[[File:CODV thompson 2.jpg|thumb|none|601px|The Thompson's sights.]]&lt;br /&gt;
[[File:CODV Thompson (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:CODV thomspon 4.jpg|thumb|none|600px|Reloading from empty - about to swap out the drum magazines like they're thin magazines.]]&lt;br /&gt;
[[File:CODV thompson 3.jpg|thumb|none|601px|Lining in the new one.]]&lt;br /&gt;
[[File: VanguardProperM1A1Thompson(2021).jpeg|thumb|none|600px|A proper M1A1 Thompson fitted with a 30 round box magazine (though changed to 50 rounds post-Season 3).]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is an SMG available in the game. The ''Trommelmagazin 08'' from the Luger is incorrectly available as an extended drum magazine for the weapon, somehow holding 64 rounds. It can also be equipped with 24-round (which holds 32 rounds after the Season 3 update) &amp;quot;fast mags&amp;quot;, or rechambered in 7.62x25mm Tokarev or 7.92x33mm Kurz.&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|450px|MP40 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODVanguard PromoArt MP40.jpg|thumb|none|600px|The MP40 held in first-person, as seen in the promotional art. Compared to previous depictions of the MP40 in the series, the player character holds the MP40 by the magazine well instead of grasping the magazine itself; the latter option is likely to cause a malfunction.]]&lt;br /&gt;
[[File:Codvanmp401.jpg|thumb|none|600px|A soldier fires his MP40 in the Champion Hill mode.]]&lt;br /&gt;
[[File:Vanguardgermanguardmp401.jpg|thumb|none|600px|A German guard holds the MP40 on Lieutenant Arthur Kingsley.]]&lt;br /&gt;
[[File:CODV MP40 (1).jpg|thumb|none|600px|Arthur with his own MP40 in the hostile rent-a-garage area on Caldera.]]&lt;br /&gt;
[[File:CODV MP40 (2).jpg|thumb|none|600px|The MP40's irons against the rocks.]]&lt;br /&gt;
[[File:CODV MP40 (3).jpg|thumb|none|600px|Notching the bolt back on the full reload.]]&lt;br /&gt;
[[File:CODV MP40 (4).jpg|thumb|none|600px|Changing out magazines.]]&lt;br /&gt;
[[File:CODV MP40 (5).jpg|thumb|none|600px|And sending it back into battery.]]&lt;br /&gt;
[[File:Vanguard Armor Plates.jpg|thumb|none|600px|The artwork for the Armor Plates field upgrade (yet another anachronism, in terms of its effectiveness if nothing else) features an MP40 prominently, along with a couple other tools that would probably render the field upgrade in question largely irrelevant.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;VDD 34M&amp;quot; stock adds an old Bergmann-style rifle wood stock, effectively turning the weapon into the [[MP41]] (though it retains the MP40's underbarrel resting plate).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shredder&amp;quot; submachine gun in the Frontline weapons pack is a blueprint for the [[MP40]], turning it into a heavily customized MP41. It also briefly appears in the Alpha trailer, kitted out with a skeleton Thompson grip, an [[MP18]] barrel and a magazine similar in design to the ''Trommelmagazin 08''.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|none|450px|MP41 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codfrontline1.jpg|thumb|none|600px|The custom MP41 on top, painted with Splittertarn camouflage and added M1921 Thompson foregrip, along with a barrel resembling the [[MP18]] barrel and a Glasvisier 16 scope.]]&lt;br /&gt;
[[File:Codvanmp411.jpg|thumb|none|600px|A soldier holds a heavily customized MP41 in the Champion Hill mode.]]&lt;br /&gt;
[[File: VanguardMP41(2021).jpeg|thumb|none|600px|Gunsmith view of the MP41.]]&lt;br /&gt;
&lt;br /&gt;
==Owen Gun==&lt;br /&gt;
The [[Owen Gun]] is carried by 2nd Lieutenant Riggs as his main weapon of choice throughout the campaign. For whatever reason, its model is mirrored, with the charging handle and sights on the left side instead of the right. One of the stock attachments gives the gun an Owen MKII stock.&lt;br /&gt;
[[File:Owen MkI 1942.jpg|thumb|none|450px|Owen Mk I - 9x19mm Parabellum. This is an earlier version of the Owen gun, featuring a finned barrel, early wireframe stock (some wireframe stocks have a clip that holds an oil bottle), and solid trigger housing. The parkerized finish is a post-war refurbishment.]]&lt;br /&gt;
[[File:Codvanowen1.jpg|thumb|none|600px|The Owen slung on Riggs' back when he opens the train doors.]]&lt;br /&gt;
[[File:VanguardOwenTobruk0.jpg|thumb|none|600px|Lucas Riggs brushes off his inverted Owen during the intro of the 1941 Tobruk level...]]&lt;br /&gt;
[[File:VanguardOwenTobruk1.jpg|thumb|none|600px|...then checks its magazine.]]&lt;br /&gt;
[[File:CODV Owen (1).jpg|thumb|none|600px|The Owen Gun in Warzone.]]&lt;br /&gt;
[[File:CODV Owen (2).jpg|thumb|none|600px|Aiming with the mirrored sights.]]&lt;br /&gt;
[[File:CODV Owen (3).jpg|thumb|none|600px|Inserting a new magazine on the reload.]]&lt;br /&gt;
[[File:CODV Owen (4).jpg|thumb|none|600px|Pulling the mirrored charging handle back.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is featured in the game. The [[PPS-43]] magwell is no longer present from the ''WWII'' model and the cyclic rate more closely matches real PPSh rates. The barrel is lengthened just beyond the heatshield and has a threaded endcap for muzzle customization. The early 35-round box magazine is inaccurately featured as the &amp;quot;7.62mm Gorenko 71 Round Mags&amp;quot; and the later 35-round box magazine is available as the &amp;quot;.30 Russian Short 35 Round Mags&amp;quot; and rather inaccurately as the &amp;quot;8mm Nambu 71 Round Mags&amp;quot;. There is also a fictional shortened late 35 rounder as the &amp;quot;7.62mm Gorenko 25 Round Mags&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|450px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File: VanguardPPSh41StickMag(2021).jpeg|thumb|none|600px|Gunsmith view of the PPSh-41 with the 35 round stick magazine. Note the fictional extended barrel to allow for muzzle attachments.]]&lt;br /&gt;
[[File: VanguardPPSh41Drum.jpeg|thumb|none|600px|Gunsmith view of the PPSh-41 with the 71 round drum.]]&lt;br /&gt;
[[File:Vanguard Dead Drop.jpg|thumb|none|600px|The artwork for the Dead Drop field upgrade, which features a drum-magged PPSh alongside what appears to be a rather contextually-inappropriate US-issue helmet.]]&lt;br /&gt;
[[File:CODV PPSh-41 (1).jpg|thumb|none|600px|Enjoying some clear skies over Caldera with the standard PPSh-41.]]&lt;br /&gt;
[[File:CODV PPSh-41 (2).jpg|thumb|none|600px|The PPSh's iron sights.]]&lt;br /&gt;
[[File:CODV PPSh-41 (3).jpg|thumb|none|600px|Actuating the fire selector lever.]]&lt;br /&gt;
[[File:CODV PPSh-41 (4).jpg|thumb|none|600px|Tossing aside an empty magazine on the reload.]]&lt;br /&gt;
[[File:CODV PPSh-41 (5).jpg|thumb|none|600px|Loading in a new one.]]&lt;br /&gt;
[[File:CODV PPSh-41 (6).jpg|thumb|none|600px|About to lock the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Zac 280mm Light&amp;quot; barrel and &amp;quot;Zac Folding&amp;quot; stock turn the genuine PPSh-41 into an approximation of a [[PPS-43]].&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg|thumb|none|450px|PPS-43 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDVanguard-PPSh43-1.jpeg|thumb|none|600px|The pseudo-PPS in the Gunsmith menu; it still retains the PPSh's receiver and magazine well, creating an amusing inversion of the configuration seen in ''WWII''.]]&lt;br /&gt;
&lt;br /&gt;
===K-50M===&lt;br /&gt;
The &amp;quot;Empress 140mm Rapid&amp;quot; barrel and the &amp;quot;Ovalevskaya Skeletal&amp;quot; stock turn the PPSh-41 into an anachronistic [[K-50M]].&lt;br /&gt;
[[File:K-50M full stock.jpg|thumb|none|450px|K-50M - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDVanguard-PPShK-K50M1.jpeg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Sa 25==&lt;br /&gt;
The [[Sa 25]] was added with Season 5 as the &amp;quot;RA 225&amp;quot;. Curiously, the game files refer to it as &amp;quot;sm_salpha26&amp;quot;, even though it has the Sa 25's vertical pistol grip and 9x19mm default chambering. While a 7.62x25mm rechambering for the Sa submachine gun series (specifically for the Sa 24/26) exists, a .45 ACP conversion isn't.&lt;br /&gt;
[[File:Sa 25.jpg|thumb|none|400px|Sa 25 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is featured in the game with the top of the rear sight chopped off. The ''Trommelmagazin 08'' from the Luger is incorrectly available as an extended drum magazine for the weapon, instead of the more accurate 50 round magazine from the [[Lanchester Mk. I]]. While .45 ACP conversions of the Sten available in-game are not available outside of heavily modifying or rebuilding the weapon outright, 7.62x25mm chamberings made by the Chinese do exist.&lt;br /&gt;
&lt;br /&gt;
It is Sergeant Arthur Kingsley's main weapon of choice in the campaign. &lt;br /&gt;
[[File:Sten.jpg|thumb|none|450px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CODVanguard Trailer StenMK2.jpg|thumb|none|600px|Sergeant Kingsley firing the Sten Mk II. Upon further examination, the rear sight appears to have been chopped in half. The few frames of it being fired it appears to be correctly depicted firing from an open bolt, however, the bolt never moves forward to fire the round in the chamber for some reason. The bolt is erroneously modeled as an entire solid block extending to the back of the receiver, creating this goof where the bolt clips through the back of the receiver when firing. Also note that, for some reason, the buttplate is rotated 90 degrees. No shells are ejected when firing either. Unlike this shot, the Sten is held by the magwell in first person. Fortunately, all of the above issues have been fixed in the beta.]]&lt;br /&gt;
[[File:CODV Sten (1).jpg|thumb|none|600px|Arthur with the Sten in a Warzone match.]]&lt;br /&gt;
[[File:CODV Sten (2).jpg|thumb|none|600px|Aiming with the Sten's rather cut down, sparse iron sights.]]&lt;br /&gt;
[[File:CODV Sten (3).jpg|thumb|none|600px|It does have a nice fire selector animation, though.]]&lt;br /&gt;
[[File:CODV Sten (4).jpg|thumb|none|600px|Reloading the 32-round magazine.]]&lt;br /&gt;
[[File:CODV Sten (5).jpg|thumb|none|600px|Working the Sten's bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I/Sten Mk VI Hybrid===&lt;br /&gt;
The &amp;quot;Wildwood&amp;quot; submachine gun in the Frontline weapons pack is a hybrid combining original Sten Mk I with the pistol grip, fixed stock and suppressor from the [[Sten Mk VI]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|450px|Sten Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:StenMkVI.jpg|thumb|none|450px|Sten Mk VI - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Codfrontline1.jpg|thumb|none|600px|The custom Sten on the bottom, painted with German helmet &amp;quot;Normandy&amp;quot; chicken wire style camouflage. Note the similarity with the &amp;quot;Rooted II&amp;quot; variant from ''Call of Duty: WWII''.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] returns as an available SMG. In the campaign, it is used by Japanese soldiers, and is Lieutenant Wade Jackson's weapon of choice. Like in ''World at War'' its usage is once again too exaggerated and overrepresented this time even more bizarrely being also used by the Germans in the Beatrice operator cinematic. It appears to be modelled after the later war version of the Type 100, which is odd given that the game's Pacific campaign takes place before 1944.&lt;br /&gt;
&lt;br /&gt;
The ''Trommelmagazin 08'' from the Luger is incorrectly available as an extended drum magazine for the weapon. It should be noted a 9mm magazine would never work in an 8mm SMG, the magazine is inserted the wrong way round and it is stated to be an &amp;quot;8mm Kurz&amp;quot; (7.92x33mm) conversion, a caliber much too large for the ''Trommelmagazin 08''. For whatever reason, a slightly shorter [[AKS-74]] stock appears as the &amp;quot;Warubachi Skeletal&amp;quot; stock attachment.&lt;br /&gt;
&lt;br /&gt;
[[Image:Type100 1944.jpg|thumb|none|450px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[Image:Codultimate1.jpg|thumb|none|600px|A customized Type 100 appears as a pre-order bonus in the Task Force One pack for the Ultimate Edition of the game.]]&lt;br /&gt;
[[File:Codvancrate1.jpg|thumb|none|600px|A crate is opened in the Champion Hill mode, revealing a Type 100 submachine gun, two Sturmgewehr 44 rifles and an MG42 machine gun.]]&lt;br /&gt;
[[File:VanguardType100WadeSolomon0.jpg|thumb|none|600px|Wade holds a late-war Type 100 in 1943 during the Solomon Islands campaign. Note the Nagoya Arsenal proof mark next to the serial number.]]&lt;br /&gt;
[[File:VanguardJapaneseType100soldier1.jpg|thumb|none|600px|A Japanese soldier holds the Type 100. While his grip on the magazine is improper, you get a nice view of the fully rendered bullets inside.]]&lt;br /&gt;
[[File:CODV Type 100 (1).jpg|thumb|none|600px|The Type 100 out on the tropical side of Caldera, along with the local cloud of death-gas.]]&lt;br /&gt;
[[File:CODV Type 100 (2).jpg|thumb|none|600px|Using the Type 100's simple sights.]]&lt;br /&gt;
[[File:CODV Type 100 (3).jpg|thumb|none|600px|Locking the bolt back comes first on its empty reload.]]&lt;br /&gt;
[[File:CODV Type 100 (4).jpg|thumb|none|600px|Pulling out the magazine..]]&lt;br /&gt;
[[File:CODV Type 100 (5).jpg|thumb|none|600px|...and down in with a new one.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Becker revolving shotgun==&lt;br /&gt;
The [[Becker revolving shotgun]] appears in the game as the &amp;quot;Einhorn Revolving&amp;quot;, changed from the more generic &amp;quot;Revolving Shotgun&amp;quot; name seen in the beta. Being a rare and sophisticated European shotgun (only about 100 examples being ever produced, at a time when only the U.S. issued combat shotguns), it was unlikely to have been used as a military weapon during WWII in reality. Nevertheless, it shows up very frequently in the campaign as the shotgun of choice for enemy forces, both German and even Japanese.&lt;br /&gt;
&lt;br /&gt;
A fictional 5-round (3 rounds before Season 3) detachable magazine is available as the &amp;quot;fast mag&amp;quot; for the Becker. The cylinder itself is replaced with a fixed plug that serves as a receiver; however, the spent cartridges are still ejected through the loading port on the right, making the whole thing mechanically questionable (i.e., in reality, it would require an entire Dardick-style do-over of the feed system). Other modifications change the caliber of the shotgun to 12 gauge - which is mechanically plausible, but the Becker was only ever in 16 gauge. A completely fictional 7 shell extended cylinder is also an option, although it doesn't rotate, which is a problem for a revolving shotgun. It can also use birdshot of an unidentified (presumably 16 gauge) caliber.&lt;br /&gt;
&lt;br /&gt;
[[File:Becker shotgun.jpg|thumb|none|450px|Becker revolving shotgun - 16 gauge]]&lt;br /&gt;
[[File:Codvanbecker1.jpg|thumb|none|600px|A soldier blows a hole in the wall with his Becker shotgun in the Champion Hill mode.]]&lt;br /&gt;
[[File:CODV Becker pickup.jpg|thumb|none|600px|Polina picks up the exotic and historically inaccurate shotgun brought by the invaders of Stalingrad. The initial pick-up animation shows the weapon being cocked by pulling the barrel forward.]]&lt;br /&gt;
[[File:CODV Becker idle.jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODV Becker aiming.jpg|thumb|none|600px|Aiming the Becker.]]&lt;br /&gt;
[[File:CODV Becker reload1.jpg|thumb|none|600px|At the start of every reload, the ejector rod is correctly used to remove the last spent shell.]]&lt;br /&gt;
[[File:CODV Becker reload2.jpg|thumb|none|600px|Inserting a period-correct brass shell.]]&lt;br /&gt;
[[File:CODV Becker reload3.jpg|thumb|none|600px|Rotating the cylinder.]]&lt;br /&gt;
[[File:Vanguard Beckermagazine.jpg|thumb|none|600px|The dubious &amp;quot;16 Gauge 5-Round Fast Mag&amp;quot; attachment, with an [[M1A1 Carbine]] stock assembly (named the &amp;quot;Reisdorf Folding&amp;quot;) to boot. The ejector rod is still used at the start of a reload. The right hand is used when non-empty; the empty reload is similar to ''WWII'''s Toggle-Action empty reload with a tacticool mag swap.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears in the game as the &amp;quot;Gracey Auto&amp;quot;, replacing the generic &amp;quot;Auto-Loading Shotgun&amp;quot; name from the beta. The in-game Auto-5 anachronistically (for most maps) has the post-1953 Auto-5s' &amp;quot;Speed-load&amp;quot; features; the gun can be reloaded without holding down the carrier/bolt release button (which pre-1953 Auto-5s required), and the first shell inserted into an empty Auto-5 is automatically chambered.&lt;br /&gt;
&lt;br /&gt;
One of the attachments allows you to reload all 5 shells at once, making it far faster than the base reload. Another attachment adds the same fictional detachable magazine from ''WWII's'' [[Walther automatic shotgun|Walther toggle-action]], with a rather optimistic 7-round capacity.&lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|none|450px|Browning Auto 5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[Image:CODV auto 1.jpg|thumb|none|601px|The Auto 5 in Warzone. All sight options appear to add a rear sight or optical sight directly onto the barrel. While this was sometimes done in reality, particularly for use with slugs, this has been mounted too far to the rear to allow the barrel to recoil with the action as is proper for long-recoil shotguns.]]&lt;br /&gt;
[[Image:CODV auto aiming.jpg|thumb|none|601px|Aiming down the sights.]]&lt;br /&gt;
[[Image:CODV auto 3.jpg|thumb|none|601px|Reloading from empty - a shell is sent through the closed loading gate, then the bolt drops forward and somehow chambers it. Well, at least an attempt was made at portraying a tube-loading semiautomatic shotgun, a rarity in ''Call of Duty''. Note the user's thumb clipping through the weapon.]]&lt;br /&gt;
[[Image:CODV auto 4.jpg|thumb|none|601px|Reloading the rest of the tube as normal.]]&lt;br /&gt;
[[Image:CODV auto 5.jpg|thumb|none|600px|A heavily modified Auto-5 with a choke, no stock, the same sight from above, a drum magazine and a foregrip.]]&lt;br /&gt;
[[Image:CODV auto 6.jpg|thumb|none|600px|Removing the drum magazine without pressing a release of any sort - this drum is the same as the &amp;quot;Toggle Action&amp;quot; from ''[[Call of Duty: WWII#Walther Toggle-Action|WWII]]'', and it holds 10 shells. While not visible here, the ''Trommelmagazin 08''-style winding lever (which incorrectly never moves) is bugged, with one lever remaining on the drum while it's removed and an identical one floating below the shotgun.]]&lt;br /&gt;
[[Image:CODV auto 7.jpg|thumb|none|600px|Getting a good look at the open ejection port, note the foregrip is now more visible.]]&lt;br /&gt;
&lt;br /&gt;
==Lincoln Jeffries Double Barreled Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun|full-length double-barreled shotgun]] with exposed hammers is available as simply the &amp;quot;Double Barrel&amp;quot;. It appears to be based on a luxury model developed by airgun manufacturer Lincoln Jeffries due to its distinct-looking hammers and its &amp;quot;sh_lindia98&amp;quot; game file name (''Vanguard'', like other recent CoD games, uses a naming scheme for weapon filenames consisting of two letters, the second represented using the NATO phonetic alphabet, so for example the MP-40 is named &amp;quot;sm_mpapa40&amp;quot; and the M1 Garand is the &amp;quot;mr_m1golf&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Humorously, the weapon can be dual-wielded in multiplayer (it is the only non-pistol that can be dual-wielded) and, in a fairly interesting oversight, foregrips can be mounted too close to the trigger, blocking the shotgun from breaking open all the way. Shells auto eject and hammers recock themselves when reloading akimbo, and this all happens ''faster'' than the regular reload, which is preposterous.&lt;br /&gt;
&lt;br /&gt;
[[File:Lincolnjeffries.jpg|thumb|none|450px|Lincoln Jeffries SxS double-barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:CODV LincolnJeffries (1).jpg|thumb|none|600px|On the prowl for birds with the Lincoln Jeffries shotgun.]]&lt;br /&gt;
[[File:CODV LincolnJeffries (2).jpg|thumb|none|600px|Aiming upon the sky.]]&lt;br /&gt;
[[File:CODV LincolnJeffries (3).jpg|thumb|none|600px|Thumbing the barrels open, revealing the two rounds are unfired (unstruck primers).]]&lt;br /&gt;
[[File:CODV LincolnJeffries (4).jpg|thumb|none|600px|Otter loads in a new set.]]&lt;br /&gt;
[[File:CODV LincolnJeffries (5).jpg|thumb|none|600px|Removing another pristine, unfired round on the single barrel reload.]]&lt;br /&gt;
[[File:CODV LincolnJeffries (6).jpg|thumb|none|600px|Thumbing in another.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] appears under the &amp;quot;Combat Shotgun&amp;quot; name. Despite having the same name as in ''Call of Duty: WWII'', it is actually the riot gun variant rather than the &amp;quot;Trench Gun&amp;quot; variant seen in previous titles, since it lacks the distinct heat shield and bayonet lug. The proper &amp;quot;Trench Gun&amp;quot; barrel can be equipped via the Gunsmith, named the &amp;quot;Framble No. 3&amp;quot;. In the initial release, the hammer was bugged and appeared in both the cocked and uncocked positions after firing and during the empty reload; this was later fixed.&lt;br /&gt;
&lt;br /&gt;
The weapon uses 16 gauge shells by default, but can be modified to fire 12 gauge ones. Other modifications include a detachable magazine and detachable drum magazine, both based on the fictional magazines used on the Toggle-Action&amp;quot; in ''WWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:Codvg-m1897-gunsmith.jpg|thumb|none|600px|The base &amp;quot;Combat Shotgun&amp;quot; in the Gunsmith.]]&lt;br /&gt;
[[File:CODV 1897 (1).jpg|thumb|none|600px|Armed with the M1897, Kingsley prepares to break up a labor strike at the Caldera mining site.]]&lt;br /&gt;
[[File:CODV 1897 (2).jpg|thumb|none|600px|Aiming with ahistorical rear sight.]]&lt;br /&gt;
[[File:CODV 1897 (3).jpg|thumb|none|600px|Loading up the magazine with also ahistorical plastic shells.]]&lt;br /&gt;
[[File:CODV 1897 (4).jpg|thumb|none|600px|Pumping out a spent, low detail shell.]]&lt;br /&gt;
[[File: VanguardM97TrenchGunProper(2021).jpeg|thumb|none|600px|Gunsmith view of a proper Winchester M1897 “Trench” Shotgun with heat shield and bayonet lug. The in-game Gunsmith also allows for the gun to be chambered in 12 gauge.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Unlike the previous WWII games, rifles are sorted into three categories much like the recent games: assault rifles, marksman rifles and sniper rifles. Assault rifles consist of fully-automatic rifles (including LMGs that the game treats as rifles like the BAR and Charlton), as well as the burst-fire Breda PG. Marksman rifles consist of semi-automatic rifles and sniper rifles consist of bolt-action and semi-automatic rifles fitted with scopes by default.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] long rifle is featured as the &amp;quot;Type 99&amp;quot;, though the in-game default caliber is the original 6.5x50mm Japanese cartridge and the in-game rifle also has the Type 38's rear sight. However, the proper Type 99 barrel and rear iron sight are available attachments in the Gunsmith. In the campaign, it is the main rifle of the Japanese soldiers, used both scoped and unscoped and often fitted with a bayonet. Stripper clips cannot be used with the sniper scope, despite the latter being offset.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified to use the 7.7x58mm ammunition of the real [[Arisaka Type 99|Type 99]], albeit in a detachable magazine; this is done with the &amp;quot;8mm Klauser mags&amp;quot; attachment, even though this name is used for 7.92x57mm Mauser attachments on other weapons. The rifle can also weirdly be converted to use the 9x22mmR Japanese cartridge in an [[MG13]] magazine containing only 8 rounds; for some reason, the relevant attachment has a completely different name (&amp;quot;5.6mm&amp;quot;, which is normally used for .22 LR attachments of the game). The &amp;quot;fast mags&amp;quot; attachment adds a Gew.43 or SMLE style magazine (which used to contain an absurdly small 3 rounds). A completely fictional 20-round drum magazine is also available.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 rifle - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:An Arisaka Type 97 sniper rifle with scope.jpg|thumb|none|450px|Arisaka Type 97 Sniper Rifle with 2.5x Kokura scope - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:VanguardArisakabayonetglitchSolomonislands.jpg|thumb|none|600px|Lieutenant Wade Jackson holds an Arisaka rifle. Note the strange spike bayonet (incorrect for the Japanese use) that is bugged and not even attached to the rifle. Following a November 2021 update, the bayonet was changed to the German S84/98.]]&lt;br /&gt;
[[File:VanguardArisaka99boltaction1.jpg|thumb|none|600px|Working the bolt in front of an Isuzu Type 94 6-Wheeled Truck.]]&lt;br /&gt;
[[File:VanguardScopedArisaka1.jpg|thumb|none|600px|Wade checks the chamber on an Arisaka sniper rifle recently liberated from its owner.]]&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The Costa Rican contract [[Breda PG]] returns from ''WWII'' as the &amp;quot;ITRA Burst&amp;quot;. The weapon fires at 950 RPM, which is incorrect as the real weapon fired at 600 RPM. It is incorrectly chambered in 7.92x57mm; conversions to 6.5x50mm and .303 British are available as attachments. It is prominently and inaccurately used by the Afrika Korps in the African theater missions, probably representing Italian involvement there, however, in reality, it was never adopted for service.&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Vanguard Breda PG (1).jpg|thumb|none|600px|Gunsmith view of the Breda PG rifle.]]&lt;br /&gt;
[[File:CODV Breda PG (1).jpg|thumb|none|600px|At the Caldera airstrip with the Breda PG.]]&lt;br /&gt;
[[File:CODV Breda PG (2).jpg|thumb|none|600px|Aiming the Breda rifle.]]&lt;br /&gt;
[[File:CODV Breda PG (3).jpg|thumb|none|600px|Throwing out a spent magazine.]]&lt;br /&gt;
[[File:CODV Breda PG (4).jpg|thumb|none|600px|Strong-arming in a new one.]]&lt;br /&gt;
[[File:CODV Breda PG (5).jpg|thumb|none|600px|Opening back the Breda's bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] returns from ''WWII'', again as the &amp;quot;Automaton&amp;quot;, a literal translation of its Russian name. It has a much higher rate of fire than in ''WWII'' (roughly double the ROF of the actual rifle), and comes with some sort of ladder sight acting as a viewing window on top of the actual rear sight. A monstrously large fictional 75-round double-drum mag (apparently based on the Beta C-Mag) is available as an attachment option, as well as conversions to .22 LR and 7.62x54mmR (the former in a magazine that looks like a 10-round one but oddly retaining the standard 25-round capacity, and the latter in a fictional 50-round magazine). It can also be equipped with an extended barrel based on the experimental M1924 (which is incorrectly referred to as &amp;quot;M1912&amp;quot; in many sources). Another barrel mod makes the gun fire in five-round bursts.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:Codvg-fedorov-gunsmith.jpg|thumb|none|600px|The base Fedorov in the Gunsmith.]]&lt;br /&gt;
[[File:CODV Federov (1).jpg|thumb|none|600px|Nikolai with a Federov Avtomat in Warzone.]]&lt;br /&gt;
[[File:CODV Federov (2).jpg|thumb|none|600px|Aiming with the raised rear sight.]]&lt;br /&gt;
[[File:CODV Federov (3).jpg|thumb|none|600px|As with the Breda, it reloads with the dominant arm.]]&lt;br /&gt;
[[File:CODV Federov (4).jpg|thumb|none|600px|Working the Federov's action.]]&lt;br /&gt;
[[File:VanguardAutomaton1.jpg|thumb|none|600px|Golden Avtomat with the &amp;quot;meta&amp;quot; 2.5x scope, Anastasia sniper barrel, and 75-round drum mag.]]&lt;br /&gt;
[[File:VanguardAutomaton2.jpg|thumb|none|600px|Reloading the Avtomat with a tier 1 Pack-a-Punch camo. At launch, there were no PAP camos at all. During Season 1, non-animated PAP camos were added after a huge outcry from the ''Zombies'' community. Animated PAP camos were added in Season 2.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]], of all things, was added during Season 5 as the &amp;quot;BP50&amp;quot;. The (bullpup!) rifle has a &amp;quot;no stock&amp;quot; attachment that literally chops the rear end of the gun off, making it all kinds of mechanically impossible, on top of the obvious anachronism issue. In addition to this, its unique ejection system is not depicted in game, as the weapon eject cases out right and upward instead of right and forward and will always eject rounds regardless of how many casings there are in the ejection tube as the gun fires; making the gun not ambidextrous-friendly (like the real rifle) as a result.&lt;br /&gt;
&lt;br /&gt;
In-game, it can be rechambered with the nonsensical &amp;quot;5.6mm&amp;quot;, 7.62x39mm, and somehow 7.62x54mmR, all of which the real life F2000 cannot fire.&lt;br /&gt;
&lt;br /&gt;
[[File:FN F2000 TR rifle.jpg|thumb|none|450px|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODV F2000 (1).jpg|thumb|none|600px|At the Caldera digsite with the FN F2000 Tactical, in the hands of a somewhat more fitting Venerated character from ''Modern Warfare''.]]&lt;br /&gt;
[[File:CODV F2000 (2).jpg|thumb|none|600px|The F2000's familiar base iron sights.]]&lt;br /&gt;
[[File:CODV F2000 (3).jpg|thumb|none|600px|Reloading the STANAG magazine.]]&lt;br /&gt;
[[File:CODV F2000 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is featured. It incorrectly feeds from a curved box magazine whereas, in reality, it is straight. The &amp;quot;fast mag&amp;quot; Gunsmith option fixes this by replacing it with a proper magazine (prior to the Season 3, this was down-loaded to 8 rounds). A 20 extended magazine option is also available, based off of limited issue prototypes made for the weapon, but never widely issued.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Wyvern 570mm Full Auto&amp;quot; barrel attachment for the Gewehr 43 converts it to fire in full-auto, which wouldn't be a wise idea since it can easily empty the magazine in an instant and produce immense recoil.&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV-Gewehr43-1.jpg|thumb|none|600px|Holding a Gewehr 43.]]&lt;br /&gt;
[[File:CODV-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODV-Gewehr43-3.jpg|thumb|none|600px|Draopping the used magazine.]]&lt;br /&gt;
[[File:CODV-Gewehr43-4.jpg|thumb|none|600px|Inserting a full one.]]&lt;br /&gt;
[[File:CODV-Gewehr43-5.jpg|thumb|none|600px|Finishing the reload by releasing the bolt.]]&lt;br /&gt;
[[File:VanguardG43equipStalingrad2.jpg|thumb|none|600px|The initial equip animation always has the gun empty with the bolt locked back. The player character inspects the magazine then performs a full reload.]]&lt;br /&gt;
[[File: VanguardGewehr43propermagazine2021.jpeg|thumb|none|600px|In game model of the G43, fitted with a proper 10 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
The [[Gustloff Volkssturmgewehr]] returns from ''WWII''. Despite being developed in late 1944, it makes a lot of anachronistic appearances in the flashbacks before 1945 in the campaign, all the way up to the Tobruk mission in 1941. As expected, it is full-auto, despite the existence of a full-auto Volkssturmgewehr only being a rumor based on the misinterpretation of the name Volkssturmgewehr as representing &amp;quot;Volks-sturmgewehr&amp;quot; (lit. &amp;quot;people-assault rifle&amp;quot;) rather than &amp;quot;Volkssturm-gewehr&amp;quot; (lit. &amp;quot;Volkssturm-rifle&amp;quot;). The weapon is slightly visually modified, with a thicker magazine and slightly rounded handguard.&lt;br /&gt;
&lt;br /&gt;
A double-drum mag based on the Beta C-Mag and the MG15 double drum appears in game as an extended magazine attachment, reusing the model from the [[Grossfuss Sturmgewehr]]'s extended magazine in ''WWII''.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Vanguard Volkssturmgewehr (1).jpg|thumb|none|600px|A preview of the Volkssturmgewehr in the beta.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (1).jpg|thumb|none|600px|Atop the rooftop resort with the Volkssturmgewehr.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (2).jpg|thumb|none|600px|The view down the sights.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (3).jpg|thumb|none|600px|Removing the StG magazine.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (4).jpg|thumb|none|600px|Reloading with another.]]&lt;br /&gt;
[[File:CODV Volkssturmgewehr (5).jpg|thumb|none|600px|Tugging the upper sliding assembly back to charge the VG.]]&lt;br /&gt;
&lt;br /&gt;
==Hyde 1944 Carbine==&lt;br /&gt;
The [[Hyde 1944 Carbine]] was added in Season 1 as the &amp;quot;Cooper Carbine&amp;quot;. The game is unclear on what the Hyde's caliber is; by default the HUD claims it uses 7.92x33mm Kurz, but it also says this when using the magazine attachments that rechamber it in 9mm and .45 ACP - with the &amp;quot;.30 Carbine&amp;quot; attachment (the Hyde's actual caliber, and which the game claims as being larger than the default) the HUD claims it is chambered in 7.92x57mm. All the magazines are sized (front-to-back, at least) for .30 Carbine, and the weapon ejects bottlenecked rifle casings that don't match any of these.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;22&amp;quot; Cooper Custom&amp;quot; barrel appears to be taken from an [[M1 Carbine]], handguard and all; it is also mirrored, since the M1's now-functionless stub of an operating rod is on the left side. The &amp;quot;Cooper 45RS&amp;quot; and &amp;quot;Cooper Custom Padded&amp;quot; stocks are anachronistic wooden [[Heckler &amp;amp; Koch G3]] stocks, while the &amp;quot;Cooper 45W&amp;quot; stock is from a Mark 2 [[Bren]] (also mirrored, since what's left of the Bren's charging handle guide and sling swivel are on the left side); the &amp;quot;Ragdoll G45 Skeletal&amp;quot; and &amp;quot;Removed Stock&amp;quot; options are also of note, since (aside from the former being a literal aluminum crutch) they're mechanically impossible, due to the Hyde's recoil spring being inside the stock. Foregrips are also notably mounted on a large sheet-metal bracket attached to the front of the magazine well, rather than the handguard, seemingly so that their position will remain constant regardless of which barrel option is used.&lt;br /&gt;
[[File:Hyde 1944 Carbine.jpg|thumb|none|450px|Hyde 1944 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codvg-hyde-gunsmith.jpg|thumb|none|600px|The base Hyde 1944 in the Gunsmith.]]&lt;br /&gt;
[[File:VanguardCooper1.jpg|thumb|none|600px|Shooting the &amp;quot;Harvester&amp;quot; blueprint variant in Zombies.]]&lt;br /&gt;
[[File:VanguardCooper2.jpg|thumb|none|600px|Reloading a modified base &amp;quot;Cooper Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] rifle appears in the game. Unlike in ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', the rounds left on the stripper clip when reloading are tracked properly, which applies to other stripper-clip loaded weapons too. The stripper clip is used with iron sights or other small scopes - larger sniper scopes use round-by-round reloads, as the chamber is blocked and stripper clips cannot be used. The &amp;quot;Krausnick IS98K&amp;quot; iron sight attachment gives the gun a [[Gewehr 98]] ''Lange Visier'' style of rear sight.&lt;br /&gt;
&lt;br /&gt;
A fictional 5-round detachable magazine (prior to Season 3, it used to hold 3 rounds) exists as the fast mag option- detachable magazines would never work with a Mauser rifle due to the design of the receiver rails and feed system. However, the extended magazine is real, based on the 20-rounder [[Gewehr 98]] trench magazine, but is incorrectly depicted as detachable.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV Kar 1.jpg|thumb|none|600px|Drawing the rifle.]]&lt;br /&gt;
[[File:CODV Kar 2.jpg|thumb|none|600px|Idle with the Kar98 rifle.]]&lt;br /&gt;
[[File:CODV Kar 3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODV Kar 4.jpg|thumb|none|600px|Working the bolt while aiming.]]&lt;br /&gt;
[[File:CODV Kar 5.jpg|thumb|none|600px|Reloading with a round left in the rifle results in your player character covering the breech to stop the round from being ejected. When performing an empty reload, the player character still does this, which should realistically result in there being a spent case at the bottom of the magazine, burned fingertips, and only 4 live rounds being loaded into the rifle.]]&lt;br /&gt;
[[File:CODV Kar 6.jpg|thumb|none|600px|Inserting shiny brass 7.92 Mauser rounds.]]&lt;br /&gt;
[[File:CODV Kar 7.jpg|thumb|none|600px|Although barely visible here, one round is left on the stripper clip.]]&lt;br /&gt;
[[File:CODV Kar 8.jpg|thumb|none|600px|Thanks to the shadows of Stalingrad, the full reload animation can barely be seen, however, all five rounds have been pushed into the rifle here.]]&lt;br /&gt;
[[File:CODV Kar 9.jpg|thumb|none|600px|The stripper clip flies off into the shadows as the bolt is pushed forward.]]&lt;br /&gt;
[[File:CODV Kar 10.jpg|thumb|none|600px|A small goof occurs when reloading with less than 5 rounds in reserve - four rounds are pushed into the rifle (which is all the player has available to them), but a fifth round remains on the stripper clip, visible in the player character's right hand.]]&lt;br /&gt;
[[File:Vanguardgermankar98kstalingrad.jpg|thumb|none|600px|A German soldier holds the rifle during the battle of Stalingrad.]]&lt;br /&gt;
[[File:Mauser 98K with bayonet.jpg|thumb|none|450px|Karabiner 98k with S84/98 bayonet - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CodVanguard-KarBayonet.jpg|thumb|none|600px|Arthur Kingsley performs a bayonet charge with his captured Kar98k with the misplaced mounted bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Korovin AK-45==&lt;br /&gt;
The [[Korovin AK-45]] was added in Season 3 as the &amp;quot;Nikita AVT&amp;quot;. It can be rechambered in 7.62x54mmR, .30-06 or 6.5x50mmSR.&lt;br /&gt;
&lt;br /&gt;
[[File:Korovin AK-45.jpg|thumb|none|450px|Korovin AK-45 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk. I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk.I]] appears exclusively in the campaign and only feeds from a single 5-round clip rather than the usual 10 rounds from two clips. The rear sight is chopped off, so the top half is missing. The bolt is palmed, which was not a technique taught by the British for use on this rifle.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CodVanguard-LeeEnfield1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CodVanguard-LeeEnfield2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CodVanguard-LeeEnfield3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Codvanleeenfield1.jpg|thumb|none|600px|The Lee-Enfield in the hand of a British soldier as he hops off a tank in North Africa.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] appears as a marksman rifle. The mid-clip tactical reload features the player character retaining the half-spent clip in the rifle, but the chambered round is not shown ejecting as they pull back the op-rod/charging handle - instead, a fired casing is ejected instead, which is incorrect. Additionally, the clip release button (below the sight adjustment drum) is never used to release a partially-loaded clip. Unlike in ''Call of Duty: WWII'', this is not a &amp;quot;sticky&amp;quot; Garand, and thus does not need to have the bolt pushed or smacked back into battery after loading a new clip. &lt;br /&gt;
&lt;br /&gt;
Using either the &amp;quot;.30-06 12 Round Mags&amp;quot; or the &amp;quot;16 Round Drums&amp;quot; modifications makes the weapon resemble the T20E3 Garand, an experimental model designed to use detachable magazines. While the straight BAR magazine is real, the drum is not (and appears to be based on the equally fictional extended magazine for ''WWII'''s &amp;quot;Toggle-Action&amp;quot;). It can also be rechambered in .303 Enfield (still using en-bloc clips) or 6.5 Arisaka, using 16-round drum magazines of a slightly different design to the .30-06 ones. When a detachable magazine is equipped, a ping sound effect is still played when the weapon is empty even though obviously no clip is ejected. In Warzone all magazines have their capacity increased by four rounds.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Vanguard M1 Garand (1).jpg|thumb|none|600px|The model of the M1 rifle in Gunsmith.]]&lt;br /&gt;
[[File:CODV M1 Garand (1).jpg|thumb|none|600px|Kingsley with the Garand in Warzone.]]&lt;br /&gt;
[[File:CODV M1 Garand (2).jpg|thumb|none|600px|Aiming with the giant ghost ring rear sight, a common affliction with US service rifles in the series.]]&lt;br /&gt;
[[File:CODV M1 Garand (3).jpg|thumb|none|600px|Pinging out an empty clip.]]&lt;br /&gt;
[[File:CODV M1 Garand (4).jpg|thumb|none|600px|Manually removing it on the tactical reload.]]&lt;br /&gt;
[[File:CODV M1 Garand (5).jpg|thumb|none|600px|And in with a new one.]]&lt;br /&gt;
[[File:Vanguard Tactical Insertion.jpg|thumb|none|600px|The Tactical Insertion field upgrade's artwork, featuring an M1 next to some flares.]]&lt;br /&gt;
[[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06]]&lt;br /&gt;
[[File:Vanguard M1D (1).jpg|thumb|none|600px|A pseudo M1D style sniper Garand.]]&lt;br /&gt;
[[File:Garand T20.jpg|thumb|none|450px|Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the [[M14 Rifle]] - .30-06]]&lt;br /&gt;
[[File:Vanguard T20E2 (1).jpg|thumb|none|600px|The &amp;quot;.30-06 12 Round Mags&amp;quot; T20E2 Garand lookalike; the magazine is curiously larger than the higher-capacity magazines of the real weapon]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] was added into the game with Season 3 and appears as the &amp;quot;M1916&amp;quot;. Aside from 7.92x57mm, a fictional 6.5x50mm Arisaka chambering is available.&lt;br /&gt;
&lt;br /&gt;
[[File:Mauser1916Selbstlader.jpg|thumb|none|450px|Mauser Selbstlader M1916 ''Fliegerkarabiner'' - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-SelbstladerG.jpg|thumb|none|600px|The &amp;quot;M1916&amp;quot; in the Gunsmith; note the somewhat shortened stock]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader1.jpg|thumb|none|600px|Holding the &amp;quot;M1916&amp;quot; at the Battle for the Reichstag.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader2.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader-3.jpg|thumb|none|600px|Beginning to reload the gun by moving the trigger guard assembly.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader4.jpg|thumb|none|600px|Getting rid of the empty magazine.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader5.jpg|thumb|none|600px|inserting a full magazine.]]&lt;br /&gt;
[[File:CoDVanguard-Selbstlader6.jpg|thumb|none|600px|Charging the Mauser Selbstlader.]]&lt;br /&gt;
&lt;br /&gt;
==MBC-2==&lt;br /&gt;
The MBC-2, the 1952 prototype that would later become the [[VAHAN]], was added in Season 4 as the &amp;quot;Vargo-S&amp;quot;.&lt;br /&gt;
[[File:MBC-2.jpg|thumb|none|450px|MBC-2 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]] appears in the game as the &amp;quot;3-Line Rifle&amp;quot;. A scoped variant called &amp;quot;Requiem&amp;quot; is used by Polina Petrova as her main weapon of choice throughout the campaign, originally belonging to her father. The stripper clip is incorrectly knocked out of the weapon by the bolt- in reality, it would need to be removed by hand before operating the bolt closed. The striker does not fly forward when the trigger is pulled.&lt;br /&gt;
&lt;br /&gt;
A very anachronistic detachable magazine appears as the fast mag option for the Mosin (despite the fact that it is longer than the 5-round internal magazine). A larger detachable magazine option is also available. Both are housed inside the shell of the old integral magazine, making it tricky to fit rounds into them, given the fact the detachable magazine is now narrower than the old one; this could conceivably explain the lower capacity in a longer magazine (as a single-stack magazine would hold fewer rounds for a given length than a double-stack one), were it not for the fact that a Mosin's magazine is already a single-stack, and couldn't really be made any narrower. Additionally, the magazine catch to release the magazines is not attached to the magazine well, it is instead attached to the bottom of the detachable magazine, begging the question of how it is supposed to detach the magazine from the rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin-Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:CODV Mosin 1.jpg|thumb|none|600px|Lieutenant Petrova aims with the Mosin in the trailer. Notice the offset 4-Power NTC Kogaku scope which in a continuity error was a PEM scope in the previous scene showing the first-person perspective.]]&lt;br /&gt;
[[File:CODV Mosin 2.jpg|thumb|none|600px|The Mosin rifle on the ground.]]&lt;br /&gt;
[[File:CODV Mosin 3.jpg|thumb|none|600px|Equipping the rifle.]]&lt;br /&gt;
[[File:CODV Mosin 4.jpg|thumb|none|600px|The second half of the draw animation.]]&lt;br /&gt;
[[File:CODV Mosin 5.jpg|thumb|none|600px|Overlooking a courtyard with the Mosin rifle.]]&lt;br /&gt;
[[File:CODV Mosin 6.jpg|thumb|none|600px|Dual-rendered scopes return from previous COD games, as Petrova aims at German soldiers. The scope itself is a PEM scope reusing the same reticle as the Kar98k's sniper scope from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' as a placeholder in the Stalingrad demo.]]&lt;br /&gt;
[[File:CODV Mosin 7.jpg|thumb|none|600px|Reloading round by round. Note that the bolt hasn't been rotated far enough to clear the receiver and instead clips through the right side of the receiver to be moved backwards. This does not happen during the cycling animation. Also the player character will always cover the ejection port when reloading, even if the rifle is empty.]]&lt;br /&gt;
[[File:Vanguardnuggetstalingrad1.jpg|thumb|none|600px|Reloading while scoped in. The ''Modern Warfare'' placeholder reticle seen in the demo was changed to a proper &amp;quot;German #1&amp;quot; in the beta and for some reason was changed to an erroneous fine cross reticle in the final game.]]&lt;br /&gt;
[[File:CodvanguardBETAnugget3p.jpg|thumb|none|600px|A strange visual glitch spotted during beta. While the third-person animations are very high quality, with features like the bolt dropping when shooting being depicted, the bolt assembly will magically hover when reloading. This could be an error due to the reload animation possibly being reused from the Kar98k in MW2019, and thus the position of the rifle body being in a slightly wrong location from the bolt and hands models.]]&lt;br /&gt;
[[File: VanguardM9130ProperBarrel(2021).jpeg|thumb|none|600px|Gunsmith view of the M1891/30 Mosin Nagant with no scope.]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] was added in Season One under the name &amp;quot;Gorenko Anti-Tank Rifle&amp;quot;. It's fitted with a PEM scope by default (historically, PTRS rifles were rarely fitted with scopes, and only as a field-expedient modification for spotting, not as an actual means of aiming), and has a shortened barrel-like in ''Call of Duty: WWII'', alongside some fictional embellishments (a large cap fitted over the bottom of the magazine, and some seemingly-random pieces of sheet metal attached to the side of the trigger group and magazine, seemingly to &amp;quot;spruce up&amp;quot; the weapon's relatively flat left side). When (unrealistically) equipping it with a muzzle attachment, the device is somehow attached directly on top of the default muzzle, which would render most of them pointless since most of the propellant gases would escape out the sides of the brake before reaching the attachment (not to mention that the PTRS's extreme muzzle blast would likely destroy most of the small brakes and suppressors that can be fitted to it in-game anyway). Needless to say, this doesn't stop the suppressors from reducing its report to a kitten's sneeze in-game (though the sound report was appropriately updated in later patches).&lt;br /&gt;
&lt;br /&gt;
Strangely, none of the barrel attachments bring it up to its correct length; in fact, all of its optional barrels are either substantially shorter or roughly the same length, with the longest (the &amp;quot;420mm Empress&amp;quot;, which features a [[Lahti L-39]]-esque barrel shroud) only being a smidge longer than the default option. The shortest option, the &amp;quot;240mm ZAC Rapid&amp;quot;, also notably features a large, round shroud seemingly referenced from some sort of integral suppressor; it doesn't actually suppress gunfire, however (instead increasing handling and fire rate at the cost of accuracy and... handling), with the weapon's &amp;quot;stealth&amp;quot; option (which reduces muzzle flash and eliminates the pop-up skull icons that killed enemies' teammates would otherwise see) being the &amp;quot;400mm Kovalevskaya Wrap&amp;quot; barrel, quite literally just a shorter version of the default barrel wrapped in cloth. Among its several fictional stock options are the &amp;quot;ZAC Adjustable&amp;quot; (a [[Degtyaryov DT]] stock, with the adjustment notches rather inadvisably placed on the top for optimum face-sawing), and the &amp;quot;Anastasia Type 3B Stoyat&amp;quot; (seemingly taken from a Mark 1 [[Boys anti-tank rifle]]). The three fictional magazine options are all supposedly in &amp;quot;13mm AM&amp;quot; (which, judging by some of the other attachment descriptions, is apparently 13.2x92mm TuF); these are 7- and 10-round magazines (simply the base magazine elongated, with correspondingly larger en-bloc clips), and a 3-round detachable magazine somehow shoved straight through the standard one, with nothing but a new magazine cover to account for completely different feed system.&lt;br /&gt;
[[File:PTRS 41.jpg|thumb|none|450px|PTRS-41 - 14.5x114mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG Stgw 57==&lt;br /&gt;
A stylized [[SIG SG 510|SIG Stgw 57]] was added during Season 5 as the &amp;quot;Lienna 57&amp;quot;, under the light machine guns class.&lt;br /&gt;
[[File:SIG-StG-57.jpg|thumb|none|450px|SIG Stgw 57 - 7.5mm Swiss]]&lt;br /&gt;
[[File:CODVanguard-Stgw1.jpg|thumb|none|600px|Holding a &amp;quot;Lienna 57&amp;quot; in-game.]]&lt;br /&gt;
[[File:CODVanguard-Stgw2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODVanguard-Stgw3.jpg|thumb|none|600px|Grabbing the empty magazine...]]&lt;br /&gt;
[[File:CODVanguard-Stgw4.jpg|thumb|none|600px|...to throw it away.]]&lt;br /&gt;
[[File:CODVanguard-Stgw5.jpg|thumb|none|600px|About to smash in a full magazine.]]&lt;br /&gt;
[[File:CODVanguard-Stgw6.jpg|thumb|none|600px||Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] appears as the &amp;quot;STG44&amp;quot;. It is used anachronistically in the campaign levels set in Stalingrad in August 1942 when in reality it was first issued in late 1943. It also makes a bizarre appearance in weapon crates found in the Bougainville level set in the Pacific theater in 1943.&lt;br /&gt;
&lt;br /&gt;
There are several magazine modifications. The first is a 45-round drum, which appears to be a heavily modified MG42 drum rechambered for 7.92x33mm Kurz (which appears to be inspired by another Activision-published title, ''[[Wolfenstein]]''). The others all rechamber the weapon - either to &amp;quot;7.62 Gorenko&amp;quot; (7.65x25mm Tokarev) or to &amp;quot;.30 Russian Short&amp;quot; (7.62x39mm). The 7.65x25mm conversion can only use 30-round magazines, which are identical to the regular StG ones except for being shorter and straight, making them far too large for pistol-caliber rounds. The 7.62x39mm conversion can use both 20-round and 30-round magazines; the latter are identical to the 7.65x25mm ones, only with tape wrapped around them, while the 20-round ones are of an identical design, but much shorter. Both are too small to fit 7.62x39mm rounds, and both should be curved rather than straight, as 7.62x39mm rounds have a significant taper to them, giving their magazines a distinctive curve.&lt;br /&gt;
&lt;br /&gt;
The stock can be modified in a variety of ways; these include the option to remove it, or replace it with a &amp;quot;Krausnick S11S Folding&amp;quot; stock based on the Sport-Systeme Dittrich BD-44 folding stock. Both these modifications would be impossible in real life with a regular StG, as its stock contains the recoil spring. The &amp;quot;VDD 34S Weighted&amp;quot; stock is mechanically plausible, but appears to be inspired by the H&amp;amp;K PSG-1's stock (albeit made out of wood rather than plastic), which would be anachronistic by nearly thirty years.&lt;br /&gt;
&lt;br /&gt;
While the HUD states the proper 7.92x33mm chambering, the weapon can be seen ejecting 8mm Mauser casings.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codultimate1.jpg|thumb|none|600px|A customized Sturmgewehr 44 &amp;quot;blueprint&amp;quot; is available as part of the Task Force One pack included in the Ultimate Edition of the game.]]&lt;br /&gt;
[[File:CODV stg 2.jpg|thumb|none|601px|Admiring a blue-striped wall with the Sturmgewehr.]]&lt;br /&gt;
[[File:CODV stg 3.jpg|thumb|none|601px|The StG-44's iron sights.]]&lt;br /&gt;
[[File:CODV stg 4.jpg|thumb|none|601px|Thumbing the StG's fire selector.]]&lt;br /&gt;
[[File:CODV stg 5.jpg|thumb|none|601px|Tactical reloads are done with two magazines in one hand, similar to ''Modern Warfare'''s style.]]&lt;br /&gt;
[[File:CODV stg 6.jpg|thumb|none|601px|Loading in a new 30-round magazine from empty.]]&lt;br /&gt;
[[File:CODV stg 7.jpg|thumb|none|601px|Charging the StG-44.]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44==&lt;br /&gt;
The [[AS-44|Sudayev AS-44]] assault rifle returns from ''WWII'', and like the Fedorov Avtomat has a much higher rate of fire than before. It is anachronistically used in 1942 and is incorrectly depicted as being commonly used by Red Army troops at the Battle of Berlin; while the weapon existed at the time, it was only a prototype being tested in trials and was never actually adopted or issued.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 (Model 4) - 7.62x41mm M43]]&lt;br /&gt;
[[File:VanguardAS44StalingradPolina.jpg|thumb|none|600px|Polina reloads a customized AS-44 during the &amp;quot;Stalingrad&amp;quot; mission. Its appearance is anachronistic since the mission takes place in 1942.]]&lt;br /&gt;
[[File:Vanguardas44stalingradnormal1.jpg|thumb|none|600px|Initial equip animation with a standard AS-44 gives a good view of the right side of the gun.]]&lt;br /&gt;
[[File:CODV AS-44 (1).jpg|thumb|none|600px|The AS-44 in a Warzone pre-round.]]&lt;br /&gt;
[[File:CODV AS-44 (2).jpg|thumb|none|600px|Iron sights of the Sudayev.]]&lt;br /&gt;
[[File:CODV AS-44 (3).jpg|thumb|none|600px|Reloading the slabside magazine.]]&lt;br /&gt;
[[File:CODV AS-44 (4).jpg|thumb|none|600px|Right-handing the charging handle and bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] returns from ''WWII'', being used by Soviet soldiers and Partisans. It features a short &amp;quot;fast mag&amp;quot; and an extremely long, curved magazine seemingly inspired by 45-round AK magazines. A short barreled version also exists that reflects the short-barreled SKT40. Of interesting fact, the P/U scope in-game is labeled as the “SVT40 PU 3.5x” scope, a reference to the fact that the P/U scope was originally intended for the SVT-40 as a sniper rifle, but problems with zeroing the rifles led to the Soviets re-using the scopes and creating new mounts for the Mosin Nagant. Despite this, the gun uses the Mosin Nagant-style of scope mount instead of the original one made for the rifle.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:VanguardSVT40PolinaStalingrad.jpg|thumb|none|600px|Polina picks up an SVT-40 and performs an ammo check. While she does indeed find ammo, she doesn't find a functional extractor, since the chambered round stays in the chamber instead of moving with the bolt; this round appears to simply be part of the model, remaining there even when the gun runs dry.]]&lt;br /&gt;
[[File:CODV SVT-40 (1).jpg|thumb|none|600px|The Tokarev rifle in Warzone.]]&lt;br /&gt;
[[File:CODV SVT-40 (2).jpg|thumb|none|600px|Iron sights of the rifle.]]&lt;br /&gt;
[[File:CODV SVT-40 (3).jpg|thumb|none|600px|Reloading the box magazine from empty.]]&lt;br /&gt;
[[File:CODV SVT-40 (4).jpg|thumb|none|600px|Chambering the SVT-40.]]&lt;br /&gt;
[[File:VanguardSVT40PUScope(2021).jpeg|thumb|none|600px|Gunsmith view of the SVT-40 fitted with a PU Scope. Oddly, despite being explicitly referred to as the &amp;quot;SVT-40 PU&amp;quot; scope (even when mounted to other weapons), the scope is mounted using a Mosin-Nagant scope mount instead of the one meant for the SVT-40.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Bren Mk2==&lt;br /&gt;
The [[Bren Mk2]] appears in the game as a light machine gun. It has a much more accurate fire rate than in ''Call of Duty: WWII'', but with the rear sight incorrectly mounted on the barrel (or rather, not mounted, since it just floats in mid-air; this appears to be a bug). The player character also grips the gas tube, a sure-fire way to burn your hand. The fictional 100-round drum magazine from ''WWII'' also returns in Gunsmith as a possible magazine attachment for it, as opposed to the real-life pan for the MkI. 6.5x50mmSR Arisaka is an available ammo conversion, which is fictional. The magazines used to look like the ones used in the 7.92x57mm Mauser Bren guns.&lt;br /&gt;
&lt;br /&gt;
Arthur Kingsley starts off with one during the final mission during the Battle of Berlin, despite holding an MP40 in the cutscene before.&lt;br /&gt;
[[File:Bren mk2.jpg‎|thumb|none|450px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:Vanguard Bren (1).jpg|thumb|none|600px|The Bren Mk.2 in the gunsmith preview. Note that the rear sight is correctly attached to the receiver here, suggesting that its in-game location is a bug.]]&lt;br /&gt;
[[File:CODV Bren (1).jpg|thumb|none|600px|Overlooking much of Caldera with the Bren gun.]]&lt;br /&gt;
[[File:CODV Bren (2).jpg|thumb|none|600px|The view through the Mk2 style sights.]]&lt;br /&gt;
[[File:CODV Bren (3).jpg|thumb|none|600px|Actuating the fire selector lever.]]&lt;br /&gt;
[[File:CODV Bren (4).jpg|thumb|none|600px|Pulling the bolt from empty - it isn't really visible though, since the Bren is kept shouldered.]]&lt;br /&gt;
[[File:CODV Bren (5).jpg|thumb|none|600px|Yanking out the Bren magazine.]]&lt;br /&gt;
[[File:CODV Bren (6).jpg|thumb|none|600px|Rocking in another one.]]&lt;br /&gt;
&lt;br /&gt;
===ZB vz. 26===&lt;br /&gt;
Equipping the &amp;quot;Queen's 775 Scepter&amp;quot; barrel, &amp;quot;6.5 Sakura 30 Rounds Mags&amp;quot;, and &amp;quot;Oak &amp;amp; Shield 12B&amp;quot; stock gives the Bren the general appearance of a [[ZB vz. 26]], just with the later Bren rear sight.&lt;br /&gt;
[[File:ZB-26.jpg|thumb|none|450px|ZB-26 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-BrenZB1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-BrenZB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] returns from ''WWII'', again named the &amp;quot;NZ-41&amp;quot; and classified as an assault rifle. As with ''WWII'', its model is mirrored and uses 10-round SMLE magazines by default, though this time they hold a ludicrous 30 rounds in gameplay (as compared to ''WWII'''s also-inaccurate 24). It can be modified with an extended Bren magazine. It can be rechambered in both 7.92x57mm Mauser and 6.5x50mm Arisaka rounds; the latter's magazine model is that of a 30-round Bren magazine, which ironically would be appropriate for the default model but not the rechambered one.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|none|450px|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Codvancharlton1.jpg|thumb|none|600px|Riggs fires his Charlton while fighting in North Africa.]]&lt;br /&gt;
[[File:Vanguard Charlton (1).jpg|thumb|none|600px|Viewing the model of the mirrored Charlton.]]&lt;br /&gt;
[[File:CODV Charlton (1).jpg|thumb|none|600px|Nikolai holds a Charlton contraption in Warzone, wondering why Sledgehammer insists on mirroring the ANZAC weapons.]]&lt;br /&gt;
[[File:CODV Charlton (2).jpg|thumb|none|600px|Aiming the Charlton.]]&lt;br /&gt;
[[File:CODV Charlton (3).jpg|thumb|none|600px|Removing Lee's detachable magazine - note the release is shown being used here, a nice detail.]]&lt;br /&gt;
[[File:CODV Charlton (4).jpg|thumb|none|600px|In with another - it appears to lack bullets, though.]]&lt;br /&gt;
[[File:CODV Charlton (5).jpg|thumb|none|600px|Working the mirrored Charlton action.]]&lt;br /&gt;
[[File: VanguardCharltonAR30roundmag(2021).jpeg|thumb|none|600px|Gunsmith view of the Charlton Automatic Rifle with a bipod and 30 round Bren magazine that holds 45 rounds of &amp;quot;6.5mm Sakura&amp;quot; (6.5x50mm Arisaka) in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27==&lt;br /&gt;
A [[Degtyaryov DP-27]] with the pistol grip of the [[Degtyaryov DPM|DPM]] variant is indexed as the &amp;quot;DP27&amp;quot; in ''Vanguard''. It has a noticeably higher rate of fire than the real weapon, and the pan magazine holds 63 rounds (like on the tank-mounted DT variants) instead of 47. A proper 47 round pan magazine is available in the Gunsmith, although the magazine model will not reflect the real-world magazine.&lt;br /&gt;
&lt;br /&gt;
An upgraded pan magazine holds 105 rounds, while the 30 round &amp;quot;speed belt&amp;quot; (which unlike most &amp;quot;fast mag&amp;quot; capacity buffs after Season 3, machine guns are not affected) upgrade converts the weapon into effectively an [[Degtyaryov RP-46|RP-46]], which is anachronistic (although given later seasons in the game that add multiplayer maps that take place after 1946, it may not be), and also peculiar as a &amp;quot;speed&amp;quot; option, as a belt should take longer to reload then a magazine. With this upgrade, the chamber still has a round in it when reloading from empty. The player character holds the weapon with their fingers in the way of the bolt, which would be very painful in real life. Additionally, one of the stock options uses the stock of the [[PKM]], which is anachronistic by a few decades.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryev DP-27/28 - 7.62x54mm R]]&lt;br /&gt;
[[File:Dpm.jpg|thumb|none|450px|Degtyarev DPM - 7.62x54mm R]]&lt;br /&gt;
[[File:Vanguard DPM (1).jpg|thumb|none|600px|A preview of the Degtyaryev in the beta - note the missing heatshield and exposed recoil spring; the stock is still from the original DP-27/28 pattern.]]&lt;br /&gt;
[[File:CODV DP-27 (1).jpg|thumb|none|600px|Nikolai here again in Warzone, with the DP-27.]]&lt;br /&gt;
[[File:CODV DP-27 (2).jpg|thumb|none|600px|Aiming - the sights aren't really misaligned, they just have a high degree of sway on some weapons.]]&lt;br /&gt;
[[File:CODV DP-27 (3).jpg|thumb|none|600px|Releasing the pan magazine...]]&lt;br /&gt;
[[File:CODV DP-27 (4).jpg|thumb|none|600px|..and replacing it with another one.]]&lt;br /&gt;
[[File:CODV DP-27 (5).jpg|thumb|none|600px|When empty, the pan is popped off, then the bolt is run back.]]&lt;br /&gt;
[[File:CODV DP-27 (6).jpg|thumb|none|600px|The new magazine is loaded on top with the left hand.]]&lt;br /&gt;
[[File: VanguardProperDP27(2021).jpeg|thumb|none|600px|Gunsmith view of the DP-27/DPM hybrid with heat shield, bipod, and flash hider.]]&lt;br /&gt;
[[Image:RP46.jpg|thumb|none|450px|RP-46 - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==Kg m/40 Automatic Rifle==&lt;br /&gt;
The [[Kg m/40 automatic rifle]] was added in Season Two, classified as an assault rifle.&lt;br /&gt;
[[File:Kgm40.jpg|thumb|none|450px|Kulsprutegevär m/1940 - 6.5×55mm Swedish]]&lt;br /&gt;
[[File:Codkgm40.jpg|thumb|none|600px|Promotional image of the Kg m/40.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] appears with a stylized and elongated handguard by default, and is classified as an assault rifle. The gun is select-fire in-game, but lacks the slow/fast auto settings of the real M1918A2 and is instead portrayed with a semi/full-auto selector, similarly to the original M1918 (though the full-auto mode in-game has the slow rate of fire as opposed to the M1918's fast one). The in-game model also has holes drilled into the trigger guard and a fictional box magazine in MP by default. It should be noted that in the single player, the BAR is fitted with the correct handguard and magazine model. Equipped the &amp;quot;8mm Klauser&amp;quot; magazine will give you the proper magazine model. Barrel attachments include the Colt R75A ribbed barrel and carry handle, but with the proper A2 handguard. The two curved magazine options are based off of the Kg m/21 and experimental 40 round curved magazine made for AA purposes (in WWI) respectively. Both are labeled as being in &amp;quot;.50 BMG&amp;quot;, a rather ludicrous choice to take the roll of the .50 Beowulf rounds from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
Anachronistic 10 round aftermarket magazines are available as the &amp;quot;20 round fast mags&amp;quot;, which holds 10 rounds way too many (prior to Season 3, it used to hold 12 rounds, still too many). The late-war carrying handle is anachronistic for most campaign missions the BAR appears in.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BARearlymodel.jpg|thumb|450px|none|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:Codvanbar1.jpg|thumb|none|600px|A soldier fires his BAR through some destroyed cover in the Champion Hill mode.]]&lt;br /&gt;
[[File:Vanguard BAR (1).jpg|thumb|none|600px|The BAR in the Gunsmith preview, with its unusual handguard, WWI-era wood stock, and stylized flat-bottomed magazine.]]&lt;br /&gt;
[[File:CODV BAR (1).jpg|thumb|none|600px|The BAR in Warzone deathmatch.]]&lt;br /&gt;
[[File:CODV BAR (2).jpg|thumb|none|600px|Aiming with its default WWII-era sights.]]&lt;br /&gt;
[[File:CODV BAR (3).jpg|thumb|none|600px|Reloading the BAR.]]&lt;br /&gt;
[[File:CODV BAR (4).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:VanguardM1918BARFaux2021.jpeg|thumb|none|600px|A faux build of an M1918 BAR, fitted with A2-style handguard and R75A-esque finned barrel, but World War I-era wood stock and iron sights. Unlike previous Call of Duty games, rear iron sight notches can be switched out and changed in the Gunsmith. The WWI-style of sights is an unlock.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1917==&lt;br /&gt;
The [[Colt 1895 Automatic Machine Gun|Marlin Model 1917]] was added in Season 2 as a fictional handheld version known as the &amp;quot;Whitley&amp;quot;. As with the BAR, a fictional (and ridiculous) &amp;quot;.50 BMG&amp;quot; conversion is available as well as a conversion to .303 British (which did exist).&lt;br /&gt;
&lt;br /&gt;
[[File:Marlin M1917.jpg|thumb|none|450px|Marlin Model 1917 - .30-06 Springfield]]&lt;br /&gt;
[[File:Codwhitley1.jpeg|thumb|none|600px|Promotional image of the &amp;quot;Whitley&amp;quot;. It has a side grip to help stabilize the weapon and feeds from a smaller belt-box or drum.]]&lt;br /&gt;
[[File:Codvg-marlin-gunsmith.jpg|thumb|none|600px|The base Marlin M1897 in the Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==MAS AA-52==&lt;br /&gt;
The [[MAS AA-52]] was added in Season 4 as the &amp;quot;UGM-8&amp;quot;.&lt;br /&gt;
[[File:AA52.jpg|thumb|none|450px|MAS AA-52 GPMG - 7.5x54mm French]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] returns from ''WWII'' with a much more accurate rate of fire. The drum holds a correct 50 rounds in the campaign, but an incorrect 125 in multiplayer. Originally in the beta, the gun had its flash hider removed and this can still be seen in single-player cutscenes. Upon release, however, the flash hider was added back onto the gun and won’t be replaced unless a muzzle attachment is swapped out. The belt links are incorrectly depicted as disintegrating. Like the DP-27, the fast mag option adds a belt of 50 rounds, which would more than likely take longer to reload than the drum in real life. The MG42 can be rechambered for 6.5x50mm Arisaka rounds or even more ludicrously, 13.2x92mm TuF. A square belt box appears as an extended option, this box is anachronistic, borrowed from the post-war [[MG3]]. The &amp;quot;VDD 680mm 31M&amp;quot; barrel attachment makes the weapon resemble the [[Talk:MG34|Rheinmetall MG 39 Rh]].&lt;br /&gt;
&lt;br /&gt;
In the campaign, the MG42 is used extensively, both in man-portable form by &amp;quot;Jagermorders&amp;quot; or German heavy soldiers, and mounted on vehicles and emplacements. It also makes a bizarre appearance in the Bougainville mission set in the Pacific theater, used in Japanese positions, and Wade Jackson even uses a modified one to clear a Japanese airfield.&lt;br /&gt;
&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV MG42 1.jpg|thumb|none|600px|MG42 with drum magazine, used by a German soldier. Interestingly, it appears that after the recycling of the venerable ''Black Ops III'' model (which itself is from ''World at War'') up to ''Cold War'', the MG 42 finally [https://www.artstation.com/artwork/yJRmo5 gets] a brand new model.]]&lt;br /&gt;
[[File:Codvanmg42b5n1.jpg|thumb|none|600px|Sgt. James &amp;quot;Booker&amp;quot; Washington prepares to give Wade a custom MG42, modified to resemble an anti-air/aircraft-mounted gun.]]&lt;br /&gt;
[[File:Codvanmg42b5n2.jpg|thumb|none|600px|Wade fires the custom MG42 to clear the airfield before escaping in the captured plane. In classic FPS fashion, the drum holds infinite ammo throughout this sequence. A more accurate choice would be the [[MG15]] machine gun, which the Japanese copied as the Type 98.]]&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CodVanguard-MG42-RHBarrel.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CodVanguard-MG42-RHBarrel2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 11==&lt;br /&gt;
The [[Type 11 light machine gun]] is available. It reloads in a very similar manner to ''[[Battlefield V]]'''s default Type 11; the hopper is removed and exchanged for a new one, or a clip is simply inserted if one is expended (though the clip-based reload is only used if the number of missing rounds is a multiple of 5, likely to ensure that reloads will always top off the hopper completely. One upgrade is a completely fictional [[ZB-26]]-style straight magazine holding 20 rounds; fictional drum magazines are also available.&lt;br /&gt;
Despite being a Japanese machine gun, the Type 11 is inexplicably found in the opening mission &amp;quot;Phoenix&amp;quot;, set in Germany.&lt;br /&gt;
[[File:Type 11 LMG bipod and sling.jpg|thumb|none|450px|Type 11 light machine gun with bipod/sling - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File: VanguardType11(2021).jpeg|thumb|none|600px|Gunsmith view of the Type 11 light machine gun fitted with a bipod.]]&lt;br /&gt;
[[File:Vanguard Jammer.jpg|thumb|none|600px|The Jammer field upgrade's artwork, featuring a Type 11 somewhat inexplicably placed next to a radio jammer with English markings and what appears to be an also-English Pattern 1907 bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Type 91===&lt;br /&gt;
Removing the stock turns the Type 11 into a Type 91, vehicle-mounted version.&lt;br /&gt;
[[File:Type91-tank-mounted.jpg|thumb|none|450px|Type 91 Light Machine Gun in tank mount - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:CoDVanguard-Type11-NoStock1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
A man-portable depiction of the [[Vickers|Vickers Mk. I]] is available in the game as a killstreak called the &amp;quot;Deathmachine&amp;quot; (or &amp;quot;Frankengun&amp;quot; during the Alpha). It has 100 rounds, which are explosive, as well as unusable AA sights. One of the voice lines when deploying it yells &amp;quot;Spinning up Deathmachine!&amp;quot; implying that the developers believe that the Vickers is some form of Gatling gun, not unlike the [[M134]] used in previous games in the franchise. When the weapon is empty, the ammo crate is still modeled with rounds in it.&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|400px|Vickers Mk. I with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:Vanguard Deathmachine.jpg|thumb|none|600px|The Deathmachine's killstreak artwork. Note how it lacks the Vickers's distinctive swinging charging handle; instead, it has what appears to be a [[Browning M1917]]'s charging handle mounted on the left side of the receiver.]]&lt;br /&gt;
[[File:Codvanvickers1.jpg|thumb|none|600px|Riggs hefts the Vickers gun. The depiction sports a chainsaw grip and belt box, similar to the [[MG08/15]] in ''[[Battlefield 1]]''.]]&lt;br /&gt;
[[File:Codvanvickers2.jpg|thumb|none|600px|Wreaking havoc with the Vickers and its explosive ammo.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
The [[AN/M14 incendiary grenade]] is used by Kingsley to disable a naval gun in the Merville Gun Battery mission. This is a reference to the fact that the British paratroopers in the actual operation lacked sappers and proper explosives and resorted to using whatever was available such as Gammon bombs' plastic explosive for the task. It is also available in multiplayer as the &amp;quot;Thermite&amp;quot;.&lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|200px|AN/M14 incendiary grenade. This is a pre-1987 example with the old color scheme (gray body with purple markings), modern examples have a red body with black markings.]]&lt;br /&gt;
[[File:CoDVanguard-Thermite1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Thermite2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Bangalore Torpedo==&lt;br /&gt;
A Bangalore Torpedo is used by Kingsley to destroy a naval gun in the Merville Gun Battery mission. This is a reference to the fact that the British paratroopers in the actual operation lacked sappers and proper explosives and resorted to using whatever was available such as Gammon bombs' plastic explosive for the task.&lt;br /&gt;
[[Image:Bangalore-Box-2.jpg|thumb|none|400px|Crate containing M1A1 Bangalore Torpedoes.]]&lt;br /&gt;
[[File:CoDVanguard-Bangalore1.jpg|thumb|none|600px|Kingsley feeding a Bangalore to the 15 cm TbtsK C/36 naval gun when realistically it should have been a Gammon bomb and a Skoda houfnice vz. 14/19 respectively.]]&lt;br /&gt;
[[File:CoDVanguard-Bangalore2.jpg|thumb|none|600px|Igniting the fuse.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
Several [[F-1 hand grenade]]s can be seen hanging on Soviet soldiers' uniforms.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDVanguard-F1Grenade1.jpg|thumb|none|600px|Red Army soldier with F-1 grenades in the Stalingrad mission.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by Evans to neutralize a German naval gun crew in Operation Tonga. While featuring a new and appropriate yellow model unlike the faux white one from ''Call of Duty: WWII'', it appears that the additional pseudo German version from WWII is also reused in the campaign. It is also featured in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|200px|M18 smoke grenade - Yellow.]]&lt;br /&gt;
[[File:CoDVanguard-Smoke1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Smoke2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured as a component of the fictional trophy system which was be added with Season Three. Its appearance in WWII is heavily anachronistic as it was developed in the 50s, adopted by the US military in 1960 and saw first combat usage in 1966 during the Vietnam War.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
[[Mills Bomb]]s are carried by British paratroopers in the reveal trailer. They also appear in artwork for the Warmachine field upgrade.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Vanguard Warmachine.jpg|thumb|none|600px|The Warmachine's artwork, featuring Mills Bombs behind the 2-inch mortar rounds.]]&lt;br /&gt;
[[File:CoDVanguard-MillsUniform.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Grenade==&lt;br /&gt;
American [[Mk 2 hand grenade]]s are used by US forces during the campaign. It is also the standard grenade in multiplayer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:VanguardMPMK2Grenade1.jpg|thumb|none|600px|The Mk 2 in the MP grenade-selection menu.]]&lt;br /&gt;
[[File:Vanguard Armor Plates.jpg|thumb|none|600px|The Armor Plates field upgrade's artwork features 3 Mk 2 grenades prominently.]]&lt;br /&gt;
[[File:VanguardMK2type41.jpg|thumb|none|600px|Wade places a Mk 2 grenade on a Type 41 gun to disable it although the lever has not been removed.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. V CN Gas Grenade==&lt;br /&gt;
The [[Mk.V CN Gas Grenade]] appears as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk. V CN Gas Grenade]]&lt;br /&gt;
[[File:Vanguard Mk V.jpg|thumb|none|600px|The Mk. V in the grenade selection menu; note how it is incorrectly shown as impact-detonated and features a small metal square on the body that serves no obvious purpose.]]&lt;br /&gt;
[[File:CoDVanguard-GasGrenade.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
[[Model 24 Stielhandgranate]]s can be used in the campaign, called &amp;quot;Model 24 Hand Grenade&amp;quot;. It is also carried by Nazi zombies.&lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDVanguard-Stielhandgranate1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Stielhandgranate2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Stielhandgranate3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Nebelhandgranate 39==&lt;br /&gt;
The multyplayer character Constanze carries a bag full of [[Nebelhandgranate 39]] smoke grenades.&lt;br /&gt;
[[Image:M39Smoke.jpg|thumb|none|400px|Nebelhandgranate 39]]&lt;br /&gt;
[[File:CoDVanguard-Nebelgranate1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Nebelgranate2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 Mk. I==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade|No. 69 Mk. 1]] returns from ''WWII'', once again incorrectly depicted as a stun grenade. It is also incorrectly used by the Germans in the Hamburg mission. The multiplayer characters throw it using only one hand in a rather tactical and too modern manner for the setting due to reusing ''Modern Warfare'' mechanics.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 Mk. 1 High-Explosive hand grenade.]]&lt;br /&gt;
[[File:Vanguard No 69.jpg|thumb|none|600px|The No. 69 Mk. 1 in the multiplayer grenade-selection menu; apparently unsatisfied with just one impact-detonated British hand grenade, Sledgehammer decided to add another and completely ignore how it actually works.]]&lt;br /&gt;
[[File:CoDVanguard-No69-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-No69-2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 Mk. I S.T. Grenade==&lt;br /&gt;
The British [[No 74 ST Grenade|No. 74 S.T. Grenade]] is available via Season 2.&lt;br /&gt;
[[file:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 774 Mk. I Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDVanguard-No74-1.jpg|thumb|none|600px|Pulling the pin.]]&lt;br /&gt;
[[File:CoDVanguard-No74-2.jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 77 Mk. I Grenade==&lt;br /&gt;
The [[No. 77 Smoke Grenade]] Mk. I is notably used by the British paratroopers to flush out a German bunker in Operation Tonga. It was also added to multiplayer with Season One as the &amp;quot;Incendiary Grenade&amp;quot;.&lt;br /&gt;
[[Image:No77Mk1can.jpg|thumb|none|180px|No. 77, W.P. Mk. 1 Incendiary Smoke hand grenade.]]&lt;br /&gt;
[[File:CoDVanguard-No77-1.jpg|thumb|none|600px|Priming an &amp;quot;Incendiary Grenade&amp;quot;.]]&lt;br /&gt;
[[File:CoDVanguard-No77-2.jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 82 &amp;quot;Gammon Bomb&amp;quot;==&lt;br /&gt;
The [[Gammon Grenade|No. 82 Gammon Bomb]] appeared as the &amp;quot;Impact Grenade&amp;quot; in the Alpha; the release build of the game changed this to &amp;quot;Gammon Bomb&amp;quot;.&lt;br /&gt;
[[File:Gammon.jpg|thumb|none|No. 82 Gammon Grenade]]&lt;br /&gt;
[[File:Vanguard Gammon.jpg|thumb|none|600px|The Gammon in the multiplayer grenade selection menu; unlike the one in the reference image, the in-game Gammon's bag is completely full.]]&lt;br /&gt;
[[File:CoDVanguard-Gammon1.jpg|thumb|none|600px|Priming a &amp;quot;Gammon Bomb&amp;quot;.]]&lt;br /&gt;
[[File:CoDVanguard-Gammon2.jpg|thumb|none|600px|Holding the grenade.]]&lt;br /&gt;
[[File:CoDVanguard-GammonWebb.jpg|thumb|none|600px|Arthur takes a look at Webb's attached Gammon Bombs.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
Some [[RGD-33 stick grenade]]s are also seen carried by Soviet soldiers during the campaign. They are also part of Polina's multiplayer outfits. &lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade.]]&lt;br /&gt;
[[File:CoDVanguard-RGD1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-RGD2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-RGD3.jpg|thumb|none|600px|Two RGDs on Polina's &amp;quot;WInter Siege&amp;quot; outfit.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-40 anti-tank grenade==&lt;br /&gt;
An [[RPG-40 anti-tank grenade]] is seen tucked on Polina Petrova's belt.&lt;br /&gt;
[[File:RPG-40ATGrenade.jpg|thumb|none|350px|Soviet RPG-40 anti-tank grenade]]&lt;br /&gt;
[[File:CoDVanguard-RPGAT1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] returns as the &amp;quot;S-Mine 44&amp;quot; (being generically referred to as the &amp;quot;Proximity Mine&amp;quot; in the Alpha); gameplay-wise, it is analogous to the [[M18 Claymore]] from the series' more modern entries, with an incorrect proximity fuze instead of the real mine's pressure-based fuze.&lt;br /&gt;
[[File:SMine35.jpg|thumb|none|400px|S-Mine 35. Note the fuze is in the center of the mine body; the later S-Mine 44's fuze was instead offset.]]&lt;br /&gt;
[[File:CoDVanguard-S-Mine1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Vanguard S-Mine.jpg|thumb|none|600px|The S-Mine in the multiplayer grenade/equipment menu; note the offset fuze.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Hand Grenade==&lt;br /&gt;
The [[Type 97 hand grenade]] can be used during the Pacific single-player campaign.&lt;br /&gt;
[[Image:Japanese-type97-grenade.jpg|thumb|none|180px|Type 97 hand grenade]]&lt;br /&gt;
[[File:VanguardType97Grenade1.jpg|thumb|none|600px|A Japanese soldier with the grenade in his webbing, which seems to be missing its horizontal grooves. For the same reason as the Japanese using STG44s, he is equipped with a Becker shotgun.]]&lt;br /&gt;
[[File:VanguardTyp974.jpg|thumb|none|600px|A box full of grenades.]]&lt;br /&gt;
[[File:VanguardType973.jpg|thumb|none|600px|Pulling the pin on the Type 97.]]&lt;br /&gt;
[[File:CoDVanguard-Typ97-1.jpg|thumb|none|600px|Holding the readied Type 97.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
==Flammenwerfer 41==&lt;br /&gt;
The German [[Flammenwerfer 41]] is available as part of the &amp;quot;Flamenaut&amp;quot; streak, which also includes a heavy armored suit like the &amp;quot;Flame Trooper&amp;quot; from ''[[Battlefield 1]]''. This suit obscures your vision but gives you much more health. The weapon is incorrectly referred to as the [[Flammenwerfer 35]].&lt;br /&gt;
[[File:Flammenwerfer 41.jpg|thumb|none|300px|Flammenwerfer mit Strahlpatrone 41]]&lt;br /&gt;
[[File:Vanguard Flamenaut.jpg|thumb|none|600px|The Flamenaut killstreak's artwork; note how the suit comes with what appears to be an anachronistic Soviet GP-5 gas mask.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] is exclusive to the campaign; it is used by an American soldier during the Pacific segment, and is later taken and used by Wade Jackson to burn out Japanese positions. An unusable M2 Flamethrower is also seen on a table in the buy round of the &amp;quot;Champion Hill&amp;quot; multiplayer mode.&lt;br /&gt;
[[File:M2-2FlameAth.jpg|thumb|none|300px|M2-2 flamethrower]]&lt;br /&gt;
[[File:VanguardFlamethrowerLewis1.jpg|thumb|none|600px|Lewis Howard lights up a Japanese position with his M2.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Bomb Thrower, 2 inch, Mk I==&lt;br /&gt;
The [[Ordnance SBML 2 inch Mortar|Bomb Thrower, 2 inch, Mk I]] appears as the &amp;quot;MK11 Launcher&amp;quot;. The &amp;quot;Warmachine&amp;quot; killstreak is a fictional version of it that somehow fires in semi-auto and feeds from a drum magazine reminiscent of the [[AGS-17 Plamya]]'s belt box.&lt;br /&gt;
[[File:2 inch Smoke Mortar.jpg|thumb|none|400px|Bomb Thrower, 2 inch, Mk I (UK) / 2 inch Mortar M3 (US) - 50.8mm smoke bomb]]&lt;br /&gt;
[[File:Codvg-mk11-gunsmith.jpg|thumb|none|600px|The regular &amp;quot;MK11 Launcher&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:Vanguard Warmachine.jpg|thumb|none|600px|The Warmachine, in all of its functionally-nonsensical glory. Note that the drum magazine which supposedly should contain the 2 inch mortar rounds seen next to it actually seems too narrow to be able to fit them.]]&lt;br /&gt;
[[File:Codvg-mk11-idle.jpg|thumb|none|600px|The regular &amp;quot;MK11 Launcher&amp;quot; held in first person on a Hawaiian beach.]]&lt;br /&gt;
[[File:Codvg-warmachine-idle.jpg|thumb|none|600px|Ditto for the &amp;quot;Warmachine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] is the first launcher available. The igniter wire is missing and it is reloaded in such a way that the rocket would just fall down the tube.&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|400px|M1 Bazooka - 2.36 inch]]&lt;br /&gt;
[[File:Vanguard M1 Bazooka (1).jpg|thumb|none|600px|The Bazooka in the loadout selection preview.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] appears as a usable weapon. Contrary to its single-shot nature in real life, it is erroneously depicted as being reloadable like the Panzerfaust 150, which started development in early 1945, though its in-game description stills call it a &amp;quot;disposable launcher&amp;quot;.&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust 60 - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:Codvg-panzerfaust-gunsmith.jpg|thumb|none|600px|The Panzerfaust in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears in the game. The igniter wire is missing and it is reloaded in such a way that the rocket would just fall down the tube.&lt;br /&gt;
[[Image:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:Vanguard Panzerschreck (1).jpg|thumb|none|600px|The Panzerschreck in the beta Gunsmith.]]&lt;br /&gt;
[[File:CoDVanguard-PanzerschreckF.jpg|thumb|none|600px|A ''Fallschirmjäger'' holds his Panzerschreck as he noticed the thrown grenade among 88mm rockets in front of the heavy armory.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. V Signal Pistol==&lt;br /&gt;
The [[Webley &amp;amp; Scott No.1 Mk. V Signal Pistol]] is used several times in key moments throughout the campaign. It is incorrectly depicted as double-action-only.&lt;br /&gt;
[[Image:British-No1-MkV-Flare.jpg|thumb|none|300px|No. 1 Mk. V Signal Pistol - 1 inch]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==1.1-Inch/75 Caliber Naval Gun==&lt;br /&gt;
The USS Enterprise (CV-6) aircraft carrier has several [[1.1-Inch/75 Caliber Naval Gun]]s.&lt;br /&gt;
[[File:28 mm AA gun.jpg|thumb|none|400px|1.1-Inch/75 Caliber Naval Gun &amp;quot;Chicago piano&amp;quot; quad mount aboard the USS ''Pennsylvania'' - 28x199mm]]&lt;br /&gt;
[[File:CoDVanguard-75caliber1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==2 cm FlaK 38==&lt;br /&gt;
Several [[2 cm FlaK 38]] anti-aircraft guns can be seen outside the multiplayer maps &amp;quot;Dome&amp;quot; and &amp;quot;Hotel Royal&amp;quot;.&lt;br /&gt;
[[File:Flak38single.jpg|thumb|none|400px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:CoDVanguard-Flak38-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Flak38-2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==2 cm KwK 30==&lt;br /&gt;
Steiner's Sd.Kfz. 231 armored car is equipped with a [[2 cm FlaK 30|2 cm ''Kampfwagenkanone'' 30]].&lt;br /&gt;
[[Image:KwK30mountedon222.jpg|thumb|none|450px|Kampfwagenkanone 30 mounted on an Sd.Kfz. 222 - 20x138mmB]]&lt;br /&gt;
[[File:CoDVanguard-KwK1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==2 Inch Mk. VIII Mortar==&lt;br /&gt;
The Mk VIII. 2&amp;quot; Mortar is strapped to the backpacks of some of the British paratroopers in the Tonga mission.&lt;br /&gt;
[[File:CoDVanguard-MkMortar1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==20 mm Oerlikon Cannon==&lt;br /&gt;
Many [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s are mounted on the USS ''Enterprise'' (CV-6) aircraft carrier and USS ''Texas'' (BB-35) battleship.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm]]&lt;br /&gt;
[[File:CoDVanguard-Oerlikon1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Oerlikon2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Oerlikon3.jpg|thumb|none|600px|Two Cannon onboard the USS ''Texas''.]]&lt;br /&gt;
&lt;br /&gt;
==3 Inch/50 Mark 2 Model 4==&lt;br /&gt;
The stranded American navy cargo ship has several [[3-Inch/50 Caliber Naval Gun]] Mark 2 Model 4 deck guns. Some of these guns are also mounted on the USS ''Texas''.&lt;br /&gt;
[[File:3Inch50Calibergun.jpg|thumb|none|400px|3 Inch 50 Caliber Anti-Aircraft Gun Display at Chengkungling History Museum, China.]]&lt;br /&gt;
[[File:CoDVanguard-3InchGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-3InchGun2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-3InchGun3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-3InchGun4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
A German Stuka dive bomber in the trailer can be seen with two [[Rheinmetall Bordkanone 3.7]]. In the final level, gun pods not yet mounted on planes can be seen in the airbase.&lt;br /&gt;
[[File:Bordkanone 3,7.jpg|thumb|none|400px|Bordkanone 3,7 (BK 3,7) (&amp;quot;on-board cannon 3.7&amp;quot;) - 37mm]]&lt;br /&gt;
[[File:Codvanstuka1.jpg|thumb|none|600px|A Stuka flies overhead, revealing its cannon pods. The lack of dive brakes indicates that this is a Ju 87G-1 variant; these variants of the Stuka would only see production at some point after January 1943, making it anachronistic to the Stalingrad setting as depicted in the gameplay reveal.]]&lt;br /&gt;
[[File:CoDVanguard-Bordkanone1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm-FlaK 43==&lt;br /&gt;
The Type VII U-boat at the end of the mission &amp;quot;Phoenix&amp;quot; has a mounted [[3.7 cm Flak 18/36/37/43|3.7-cm-FlaK 43]] AA-gun.&lt;br /&gt;
[[File:3.7 cm Flak 36-37.jpg|thumb|none|400px|3.7 cm Flak 18/36/37/43 - 37 × 263B]]&lt;br /&gt;
[[File:CoDVanguard-UFlak1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==40 mm Bofors==&lt;br /&gt;
Several [[Bofors 40mm]] AA guns are seen on the map &amp;quot;USS ''Texas'' 1945&amp;quot;.&lt;br /&gt;
[[Image:Bofors40Quad.jpg|thumb|none|400px|Bofors 40mm L/60 quad mounting - 40x311mmR]]&lt;br /&gt;
[[File:CoDVanguard-TexasBofors1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==5 cm Pak 38==&lt;br /&gt;
Four [[5 cm Pak 38]] Anti Tank guns can be seen outside the multiplayer map &amp;quot;Red Star&amp;quot;. Several Pak 38 are also seen in the single-player missions &amp;quot;Lady Nightingale&amp;quot; and &amp;quot;Fourth Reich&amp;quot;.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|400px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:CoDVanguard-Pak1.jpg|thumb|none|600px|One of three Paks on the map &amp;quot;Red Star&amp;quot;.]]&lt;br /&gt;
[[File:CoDVanguard-Pak2.jpg|thumb|none|600px|Arthur Kingsley looks at a Pak inside the Berlin U-Bahn.]]&lt;br /&gt;
[[File:CoDVanguard-Pak3.jpg|thumb|none|600px|Another gun stationied in a park.]]&lt;br /&gt;
&lt;br /&gt;
==5-Inch/38 Caliber Naval Gun==&lt;br /&gt;
Some Mark 12 [[5-Inch/38 Caliber Naval Gun]]s are also mounted on the USS ''Enterprise'' (CV-6) aircraft carrier.&lt;br /&gt;
[[File:5-inch nawal.jpg|thumb|none|400px|5-Inch/38 Naval Single Open Mount - 127×680mmR]]&lt;br /&gt;
[[File:CoDVanguard-38caliber1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-38caliber2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==8 cm Granatwerfer 34==&lt;br /&gt;
During the mission &amp;quot;Battle of El Alamein&amp;quot;, Lucas encounters three [[Granatwerfer 34 Mortar]]s.&lt;br /&gt;
[[Image:8cm-granatwerfer-34.jpg|thumb|none|300px|Granatwerfer (GrW) 34 - 81.4 mm (3.20 in)]]&lt;br /&gt;
[[File:CoDVanguard-GrW1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-GrW2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Flak 18==&lt;br /&gt;
Various [[8.8 cm Flak 18/36/37/41|Flak 18]] AA cannons can be seen throughout the campaign and on multiplayer maps.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm]]&lt;br /&gt;
[[File:CoDVanguard-Flak1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Flak2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Flak3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm SK C/35 Naval Gun==&lt;br /&gt;
The Type VII U-boat in the mission &amp;quot;Phoenix&amp;quot; is also armed with an [[8.8 cm SK C/35 Naval Gun]].&lt;br /&gt;
[[File:8.8 cm SK C-35 Naval Gun.jpg|thumb|none|400px|8.8 cm SK C/35 Naval Gun - 88mm]]&lt;br /&gt;
[[File:CoDVanguard-DeckGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==14-Inch/45 Caliber Naval Gun==&lt;br /&gt;
The main armament of the USS ''Texas'' are ten [[14-Inch/45 Caliber Naval Gun]] mounted in five turrets.&lt;br /&gt;
[[File:14-Inch-45 Caliber Naval Gun.jpg|thumb|none|400px|14-Inch/45 Caliber Naval Gun - 356mm]]&lt;br /&gt;
[[File:CoDVanguard-Texas14Gun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==15 cm sFH 18==&lt;br /&gt;
A German ''[[15 cm sFH 18|15 cm sFH 18 &amp;quot;schwere Feldhaubitze]]'' is seen on the multyplayer map &amp;quot;Berlin&amp;quot;.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|Schwere Feldhaubitzen 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm]]&lt;br /&gt;
[[File:CoDVanguard-sFH1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-sFH2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==15 cm TbtsK C/36 naval gun==&lt;br /&gt;
German [[15 cm TbtsK C/36 Naval Gun]] are destroyed by the British paratroopers during the Merville Gun Battery mission. However, this is inaccurate since there were no such guns nor Regelbau M272 casemates as depicted in-game. The actual guns at Merville were old Skoda houfnice vz. 14/19.&lt;br /&gt;
[[File:15cmTbKC36.jpg|thumb|none|400px|15 cm Torpedoboots-Kanone C/36 naval gun in a Regelbau M272 casemate at the Longues-sur-Mer battery, France.]]&lt;br /&gt;
[[File:CoDVanguard-TbtsK1.jpg|thumb|none|600px|Arthur takes a look at this &amp;quot;125mm gun&amp;quot;.]]&lt;br /&gt;
[[File:Vanguardnavalbattery1.jpg|thumb|none|600px|Rear of the gun.]]&lt;br /&gt;
[[File:Vanguardnavalbattery3.jpg|thumb|none|600px|Kingsley opening the breach. Note his partner incorrectly refers to it as a 125mm gun.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is seen mounted in British Crusader Tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-Besa1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==BL 4.5-inch medium field gun==&lt;br /&gt;
A British BL 4.5-inch medium field gun is seen on a promotional picture for the &amp;quot;Caldera&amp;quot; Warzone map.&lt;br /&gt;
[[File:CoDVanguard-BLGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 38==&lt;br /&gt;
Some Italian Carro Armato M13/40 Tanks on the multiplayer map &amp;quot;Desert Siege&amp;quot; are equipped with hull-mounted [[Breda Modello 38]] machine guns.&lt;br /&gt;
[[File:Breda38.jpg|thumb|none|400px|Breda Modello 38 tank mounted machine gun - 8x59mm RB Breda]]&lt;br /&gt;
[[File:CoDVanguard-BredaTank1.jpg|thumb|none|600px|Note the white kangaroo which is painted on the turret. This is a sign for a captured M13/40 tank captured by the British in 1941 and then used by the Australian 6th Cavalry Brigade.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
M4 Sherman tanks have hull-mounted [[Browning M1919A4]] machine guns.&lt;br /&gt;
[[Image:M1919A4 pintle.jpg|thumb|400px|none|Browning M1919A4 on an M31C pedestal mount - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
[[Browning M2]] machine guns appear multiple times throughout the trailer, on Douglas SBD Dauntless dive bombers and a Sherman tank in the Pacific. It is also mounted on the B-25 Mitchell bomber in Warzone.&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|400px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:Codvanbrowning1.jpg|thumb|none|600px|Mateo Hernandez fires his twin Browning M2 machine guns at attacking Zero fighters.]]&lt;br /&gt;
[[File:VanguardM2tailgunner1.jpg|thumb|none|600px|Giving the Zero pilots a mean-mugging.]]&lt;br /&gt;
&lt;br /&gt;
==Cannone da 47/32 M35==&lt;br /&gt;
The main armament of the Italian M13/40 tank is a [[Cannone da 47/32 M35]].&lt;br /&gt;
[[File:Cannone da 47 32.jpg|thumb|none|350px|Cannone da 47/32 M35 - 47mm]]&lt;br /&gt;
[[File:CoDVanguard-TankCannone1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet T-34/85 medium tanks have hull-mounted [[Degtyaryov DT]] machine guns. Some of these late war tanks are seen during the Stalingrad single-player campaign. It is worth mentioning that this model is anachronistic for the Stalingrad scenario; the earlier T-34/76 would be more correct.&lt;br /&gt;
[[Image:DT tank machine gun TBiU 11.jpg|thumb|none|400px|Degtyaryov DT - 7.62x54mm R]]&lt;br /&gt;
[[File:CoDVanguard-DT1.jpg|thumb|none|600px|A hull-mounted Degtyaryov DT on a T-34/85 stopped in front of the blocked Moltke Bridge in Berlin.]]&lt;br /&gt;
&lt;br /&gt;
==MG 13==&lt;br /&gt;
An [[MG13]] machine gun is mounted on an Sd.Kfz. 231 armored car in the reveal trailer.&lt;br /&gt;
[[File:MG13.jpg|thumb|none|400px|Dreyse MG13 - 7.92x57 Mauser]]&lt;br /&gt;
[[File:CoDVanguard-SdKfz-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG 15==&lt;br /&gt;
At Tempelhof airport in &amp;quot;Fourth Reich&amp;quot;, Ju 87 dive bombers can be seen armed with rear-mounted [[MG15]]s.&lt;br /&gt;
[[File:MG15.jpg|thumb|none|400px|MG17 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-MG15-1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-MG15-2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG 17==&lt;br /&gt;
During a cutscene of &amp;quot;Rats of Tobruk&amp;quot;, a wing-mounted [[MG17]] of a Stuka is seen.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|400px|MG15 with 75-round double drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-MG17-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDVanguard-MGPanzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-MGPanzer2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MG 81==&lt;br /&gt;
The [[MG81]] is mounted in the nose of Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[File:Mg81-2.jpg|thumb|none|400px|MG 81 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG 131==&lt;br /&gt;
The [[MG131]] is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[Image:MG 131.jpg|thumb|none|400px|MG131 - 13x64mm B]]&lt;br /&gt;
&lt;br /&gt;
==MG 151==&lt;br /&gt;
The [[MG 151 cannon]] is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[File:MG-151.jpg|thumb|none|400px|MG 151/20 Cannon - 20x82mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington Rolling Block Carbine==&lt;br /&gt;
A scoped [[Remington Rolling Block]] is seen hanging on a wall inside a hut on the multiplayer map &amp;quot;Demyansk&amp;quot;.&lt;br /&gt;
[[File:Remington Model 1867 Rolling Block Carbine.jpg|thumb|400px|none|Remington Model 1867 Rolling Block Carbine - .50-45]]&lt;br /&gt;
[[File:CoDVanguard-DemyanskRifle1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-DemyanskRifle2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Shpitalny-Komaritski ShKAS==&lt;br /&gt;
A Soviet Ilyushin Il-4 twin-engined long-range bomber with a nose-mounted [[Shpitalny-Komaritski ShKAS]] is seen as the Firebombing Run killstreak &lt;br /&gt;
[[File:ShKAS.jpg|thumb|none|400px|Shpitalny-Komaritski ShKAS aircraft machine gun - 7.62x54mmR]]&lt;br /&gt;
[[File:CoDVanguard-ShKAS1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 10 120 mm Dual-Purpose Gun==&lt;br /&gt;
Japanese aircraft carrier ''Kaga'' has several [[Type 10 120 mm Dual-Purpose Gun]].&lt;br /&gt;
[[Image:Type10Cannon.jpg|thumb|none|400px|Damaged Japanese Type 10 dual-purpose gun on Guam - 120mm]]&lt;br /&gt;
[[File:CoDVanguard-Type10-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 41 75mm Mountain Gun==&lt;br /&gt;
Several Japanese [[Type 41 75 mm Mountain Gun]] are seen in the single-player campaign.&lt;br /&gt;
[[File:75mm howitzer.jpg‎|thumb|400px|none|Type 41 75 mm Mountain Gun]]&lt;br /&gt;
[[File:VanguardType411.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:VanguardType412.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Type41M1.jpg|thumb|none|600px|Two Type 41 on the multiplayer map &amp;quot;Numa Numa&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Type 89 12.7 cm/40 Naval Gun==&lt;br /&gt;
A heavy Japanese Anti-air gun is mounted on the &amp;quot;Gavutu&amp;quot; map which is a [[Type 89 12.7 cm/40 Naval Gun]].&lt;br /&gt;
[[File:Type89navalgun.jpg|thumb|400px|none|Twin Type 89 12.7 cm/40 naval gun mounting at Balikpapan, Borneo.]]&lt;br /&gt;
[[File:CoDVanguard-GavutuAAGun1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-GavutuAAGun2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-GavutuAAGun3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-GavutuAAGun4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 light machine gun==&lt;br /&gt;
The [[Type 96 light machine gun|Type 96 LMG]] is briefly seen during the ending cutscene of the Bougainville mission. Despite this, it does not actually appear during gameplay; the mounted machine guns are for whatever reason [[MG42]]s.&lt;br /&gt;
[[File:Type96.jpg|thumb|none|400px|Nambu Type 96 (minus magazine) equipped with a 2.5X Fuji periscope sight - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:Codvantype961.jpg|thumb|none|600px|A Type 96 is fired from a Japanese pillbox at American forces.]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 15 cm Howitzer==&lt;br /&gt;
A destroyed [[Type 96 15 cm Howitzer]] can be seen in a disabled bunker on the multiplayer map &amp;quot;Numa Numa&amp;quot;.&lt;br /&gt;
[[Image:Type96howitzer.jpg|thumb|none|400px|Type 96 15 cm Howitzer]]&lt;br /&gt;
[[File:CoDVanguard-Type96Howitzer1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 25 mm AT/AA Gun==&lt;br /&gt;
Two [[Type 96 25 mm AT/AA Gun]]s in twin mounting are seen fired by Japanese soldiers during a cutscene. In-game, however, the gun appears only in triple mount.&lt;br /&gt;
[[File:Type 96 25mm twin.jpg|thumb|300px|none|Type 96 twin AA mounting - 25x163mm]]&lt;br /&gt;
[[File:CoDVanguard-Type96TwAA1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Codvantype96aa1.jpg|thumb|none|600px|The Type 96 AA gun firing at American warplanes in the Pacific.]]&lt;br /&gt;
[[File:Type96AAGun.jpg|thumb|none|450px|Japanese Type 96 AT / AA Gun on triple mount - 25x163mm]]&lt;br /&gt;
[[File:CoDVanguard-Type96TriAA1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Type96TriAA2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Type96TriAA3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CoDVanguard-Type96TriAA4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Aircraft Machine Gun==&lt;br /&gt;
The [[Type 97 Aircraft Machine Gun]] is the nose-mounted MG of Japanese Mitsubishi A6M &amp;quot;Zero&amp;quot; fighters and Aichi D3A dive bombers.&lt;br /&gt;
[[File:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[File:CoDVanguard-Type97Air1.jpg|thumb|none|600px|The muzzle of a nose-mounted Type 97 Aircraft Machine Gun on a crashed A6M &amp;quot;Zero&amp;quot; fighter.]]&lt;br /&gt;
[[File:CoDVanguard-Type97Air1-1.jpg|thumb|none|600px|Wade charges both Type 97 in his captured Aichi D3A dive bomber.]]&lt;br /&gt;
[[File:CoDVanguard-Type97Air2.jpg|thumb|none|600px|Checking the Flight instruments.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 light machine gun==&lt;br /&gt;
Japanese tanks like the Type 95 Ha-Go light tank have turret and hull-mounted [[Type 97 light machine gun]]s.&lt;br /&gt;
[[Image:Type 97 tank machine gun.jpg|thumb|none|400px|Type 97 light machine gun in tank configuration - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:VanguardHaGo1.jpg|thumb|none|600px|While observing enemy Type 95 tanks, Wade contemplates how the Japanese on Bougainville Island ended up with STG44s.]]&lt;br /&gt;
[[File:CoDVanguard-Type97TMG1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 81mm Infantry Mortar==&lt;br /&gt;
The [[Type 97 Infantry Mortar]] appears during the campaign.&lt;br /&gt;
[[File:Type 97 Mortar.jpg|thumb|none|400px|Type 97 81-mm Infantry Mortar]]&lt;br /&gt;
[[File:VanguardType97mortar1.jpg|thumb|none|600px|Note the German 80mm Wurfgranate 34 HE rounds next to it.]]&lt;br /&gt;
[[File:VanguardType97mortar2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Cannon==&lt;br /&gt;
The &amp;quot;Zeros&amp;quot; are also armed with two wing-mounted [[Type 99 cannon]]s.&lt;br /&gt;
[[Image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Type 99 cannon aircraft variants, top an earlier Type 99 Mark 1 Model 3 - 20x72mm RB, bottom a later Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[File:CoDVanguard-Type99Cannon1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 99==&lt;br /&gt;
An [[Arisaka Type 99]] is seen on the &amp;quot;Patient Shot&amp;quot; calling card.&lt;br /&gt;
[[File:Arisaka-Type-99.jpg|thumb|none|450px|Arisaka Type 99 standard rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CoDVanguard-ArisakaCallingCard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M2 Mortar==&lt;br /&gt;
The [[M2 Mortar]] is present as the &amp;quot;Mortar Barrage&amp;quot; killstreak.&lt;br /&gt;
[[File:M2Mortar60mm.jpg|thumb|none|350px|M2 Mortar - 60mm]]&lt;br /&gt;
[[File:Codvg-mortarstreakmenu.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
An [[M1903 Springfield]] rifle fitted with an Unertl scope is seen on the &amp;quot;Killer Foliage&amp;quot; calling card.&lt;br /&gt;
[[file:ScopedSpringfield.jpg|thumb|none|450px|M1903A1 Springfield sniper rifle fitted with a 7.8x Unertl scope - .30-06]]&lt;br /&gt;
[[File:Codvg-killerfoilagecallingcard.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
A modified version of the [[Marlin Model 1895]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' is used by the T-800 in the &amp;quot;Trust Me&amp;quot; highlight intro from Season 4.&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1539107</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1539107"/>
		<updated>2022-12-05T19:01:50Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* SIG-Sauer MPX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas's &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel and a collapsible stock. Interestingly, it is shown having the option to use Dragon's Breath shells, firing and cycling them easily; Dragon's Breath shells have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds which require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid, with the lower receiver based on the early AAC version, while the right side of the upper receiver and the handguard are based on the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there are no enemies to effectively combat with it. It will be available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The standard length Kastov-545, retaining the original tan furniture outside of the black handguards.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
Pairing the &amp;quot;KAS-7 406mm&amp;quot; barrel with the &amp;quot;Kastov-Rama&amp;quot; stock turns the rifle into an [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captian Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .300 Winchester Magnum.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently with both airframes' M230 autocannons - though only the one in the actual correct mounting position is actually used.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
===STI 2011===&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1538162</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1538162"/>
		<updated>2022-12-02T01:35:10Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Benelli M4 Super 90 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel and a collapsible stock. Interestingly, it is shown having the option to use Dragon's Breath shells, firing and cycling them easily; Dragon's Breath shells have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds which require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid, with the lower receiver based on the early AAC version, while the right side of the upper receiver and the handguard are based on the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there are no enemies to effectively combat with it. It will be available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The standard length Kastov-545, retaining the original tan furniture outside of the black handguards.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
Pairing the &amp;quot;KAS-7 406mm&amp;quot; barrel with the &amp;quot;Kastov-Rama&amp;quot; stock turns the rifle into an [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
It is used by the Mexican Army in addition to the G3 and &amp;quot;M4&amp;quot; rifles in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captian Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .300 Winchester Magnum.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
===STI 2011===&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1537068</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1537068"/>
		<updated>2022-11-28T17:11:19Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Benelli M4 Super 90 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel and a collapsible stock. Interestingly, it is shown having the option to use Dragon's Breath shells, firing and cycling them with no issues; Dragon's Breath shells have difficulty cycling in a semi-automatic as they are considered low-power rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid, with the lower receiver based on the early AAC version, while the right side of the upper receiver and the handguard are based on the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there are no enemies to effectively combat with it. It will be available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
Pairing the &amp;quot;KAS-7 406mm&amp;quot; barrel with the &amp;quot;Kastov-Rama&amp;quot; stock turns the rifle into an [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
It is used by the Mexican Army in addition to the G3 and &amp;quot;M4&amp;quot; rifles in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extended magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .300 Winchester Magnum.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
===STI 2011===&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1536271</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1536271"/>
		<updated>2022-11-25T17:33:04Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* M24 SWS (in custom chassis) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and it's said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro. &lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” integrally suppressed barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]]. It has an MPX Gen 1 style handguard fitted to the Gen 2 receiver.&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel and a collapsible stock&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid, with the lower receiver based on the early AAC version and the right side of the upper receiver based on the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there are no enemies to effectively combat with it. It will be available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74===&lt;br /&gt;
Pairing the &amp;quot;KAS-7 406mm&amp;quot; barrel with the &amp;quot;Kastov-Rama&amp;quot; stock turns the rifle into an [[AKS-74]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74]].&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the length of the barrel and cocking tube is between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extened magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Century Arms C93 pistol.jpg|thumb|none|350px|Century Arms C93 pistol - 5.56x45mm NATO. The &amp;quot;Lachmann-556&amp;quot; has a slightly longer barrel than this weapon.]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel an rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The M16A3 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16A3.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16A3 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. It is seen in the campaign in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick while he is an NPC. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX Virtus.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .300 Winchester Magnum.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
What looks like the previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911-type handgun in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1536173</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1536173"/>
		<updated>2022-11-25T05:35:10Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* MRAD named &amp;quot;Victus XMR&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True_Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI OPtical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is based on the Hensoldt ZO 4x30i scope.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized Surefire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===Surefire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===Surefire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a Surefire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
===Surefire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the Surefire MAG5-60.&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E.Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of Surefire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTAC Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTAC Grimline Laser&amp;quot; is a stylized B.E.Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Xten Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;Xten Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs&amp;amp;t=8s here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though Kyle Garrick carries one while he is an NPC. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 4:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1536172</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1536172"/>
		<updated>2022-11-25T05:34:44Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* MRAD named &amp;quot;Victus XMR&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True_Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI OPtical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is based on the Hensoldt ZO 4x30i scope.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized Surefire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===Surefire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===Surefire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a Surefire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
===Surefire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the Surefire MAG5-60.&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E.Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of Surefire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTAC Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTAC Grimline Laser&amp;quot; is a stylized B.E.Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Xten Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;Xten Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs&amp;amp;t=8s here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though Kyle Garrick carries one while he is an NPC. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 4:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that back onto the page, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1536144</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1536144"/>
		<updated>2022-11-24T23:45:40Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Barrett MRAD */  Recent updates haven't fixed the MCPR-300 being given the Victus XMR name in campaign; as of Nov 24,2022 it still shows the incorrect name (the gun and icon in the mission are that of an MRAD, not an AW50)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game. &lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
Because of this, a number of weapons can make identical clones, allowing you to run two of the same weapons in one loadout, with only very marginally different stats (a difference of a few percent). The AK-103 and RPK can both become an [[AKM|AKMN]], and the AUG A3's LMG and assault rifle variants can be changed around to be the [[Steyr AUG A3-CQC]]. Additionally, the SR9 and HK91, as well as the M4 and 16 can be turned into each other, and the SCAR-H can be turned into the Mk20 SSR, though these all have different fire modes or calibers in game, justifying different damage, range, and accuracy stats. Why something like an AKMN built from an RPK has slightly higher accuracy than one built from an AK-103 but slightly lower damage is entirely unexplained.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and it's said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It is based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro. &lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:Mw22 basilisk.jpg|thumb|none|600px|The Model 500 in the gunsmith screen. Note the &amp;quot;Bryson .500 Magnum&amp;quot; markings.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and rail, the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” integrally suppressed barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]]. It has an MPX Gen 1 style handguard fitted to the Gen 2 receiver.&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel and the &amp;quot;BR Stockless Mod&amp;quot; turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel and a collapsible stock&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid, with the lower receiver based on the early AAC version and the right side of the upper receiver based on the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there are no enemies to effectively combat with it. It will be available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74===&lt;br /&gt;
Pairing the &amp;quot;KAS-7 406mm&amp;quot; barrel with the &amp;quot;Kastov-Rama&amp;quot; stock turns the rifle into an [[AKS-74]], except that it retains the partly smooth top cover. The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74]].&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the length of the barrel and cocking tube is between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extened magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Century Arms C93 pistol.jpg|thumb|none|350px|Century Arms C93 pistol - 5.56x45mm NATO. The &amp;quot;Lachmann-556&amp;quot; has a slightly longer barrel than this weapon.]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel an rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The M16A3 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16A3.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16A3 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. It is seen in the campaign in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick while he is an NPC. It was added to multiplayer as part of Season 1 content.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX Virtus.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, 300 magnum) under the MRBA weapon platform. Kyle Garrick's MRAD is incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign mission &amp;quot;Recon By Fire&amp;quot;.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
What looks like the previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911-type handgun in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1533850</id>
		<title>Call of Duty: Black Ops</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops&amp;diff=1533850"/>
		<updated>2022-11-16T01:59:17Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Franchi SPAS-12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Call of Duty: Black Ops&lt;br /&gt;
|picture = Cover BLACKOPS final.jpg&lt;br /&gt;
|caption = ''Official Box Art''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= 2010&lt;br /&gt;
|developer=Treyarch&lt;br /&gt;
|publisher= Activision&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;PlayStation 3&amp;lt;br&amp;gt;Xbox 360&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
'''''Call of Duty: Black Ops''''' (also known as ''CoD:BO'' or ''BO'' and often referred to as &amp;quot;''Blops''&amp;quot;) is the seventh main installment of the ''[[Call of Duty|Call of Duty series]]'' and the sequel to ''[[Call of Duty: World at War]]''. Developed by Treyarch and published by Activision, the game was released worldwide on November 9, 2010 for the PC, PS3, Xbox 360, Wii and Nintendo DS. The game sold over $1 billion after six weeks of its release.&lt;br /&gt;
&lt;br /&gt;
The storyline takes place during the Cold War of the 1960s, where the player assumes control of two main characters: Alex Mason (voiced by [[Sam Worthington]]), a Captain in the USMC who is recruited to the CIA and SOG, and his handler Jason Hudson (voiced by [[Ed Harris]]), a CIA special agent. Both are on a mission to track down the three men responsible for the development of a powerful biochemical weapon code-named Nova 6. Accompanying Mason and Hudson on their mission are several non-playable characters including Frank Woods (voiced by [[James C. Burns]]), a former USMC Sergeant and fellow member of SOG; Joseph Bowman (voiced by [[Ice Cube]]), a Chief Petty Officer of the U.S. Navy SEALs, and Viktor Reznov (voiced by [[Gary Oldman]]), a former World War II Soviet Army Captain (returning from ''[[Call of Duty: World at War]]'') who served under two of the men now being hunted, until he was betrayed by them.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
'''See the [[Talk:Call of Duty: Black Ops|discussion page]] for miscellaneous weapon information.'''&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==ASP==&lt;br /&gt;
The [[ASP]] is featured in the game. In singleplayer, Mason uses an ASP in &amp;quot;Operation 40&amp;quot; set in 1961 Cuba, and it is also used by the Cuban soldiers and police in the same level. Its appearance in the hands of Cubans in 1961 is anachronistic and out-of-place, as it was not developed until the 1970s, and was developed in America for American special forces. A more historically-accurate choice would have been the [[Smith &amp;amp; Wesson Model 39]] (1954), on which the ASP was based. Another historically accurate choice would be the [[Walther PPK]] due to its similar round capacity and compact size.&lt;br /&gt;
&lt;br /&gt;
[[Image:ASP 9.jpg|thumb|none|300px|ASP - 9x19mm.  This is the firearm used in the production of the film ''[[Cobra (1986)|Cobra]]''.]]&lt;br /&gt;
[[File:CODBO ASP (1).jpg|thumb|none|600px|The initial draw animation of the ASP has a quick racking of the slide.]]&lt;br /&gt;
[[File:CODBO ASP (6).jpg|thumb|none|600px|An OP 40 holds an ASP in the &amp;quot;Hotel&amp;quot; DLC level.]]&lt;br /&gt;
[[File:CODBO ASP (7).jpg|thumb|none|600px|Aiming down the unique &amp;quot;guttersnipe&amp;quot; sight.]]&lt;br /&gt;
[[File:CODBO ASP (8).jpg|thumb|none|600px|Reloading. Due to the embargo on Cuba, shortages have forced the use of low-resolution ammunition.]]&lt;br /&gt;
[[File:CODBO ASP (2).jpg|thumb|none|600px|Empty reload, with the spent mag visible.]]&lt;br /&gt;
[[File:CODBO ASP (3).jpg|thumb|none|600px|Drawing dual ASPs - the slides are released to chamber both pistols.]]&lt;br /&gt;
[[File:CODBO ASP (4).jpg|thumb|none|600px|Dual ASPs in idle.]]&lt;br /&gt;
[[File:CODBO ASP (5).jpg|thumb|none|600px|Reloading; the left pistol's empty mag is barely visible.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
Just like in ''[[Call of Duty: World at War]]'', the M1911 resembles a mix between a WW2 A1 slide and trigger and an anachronistic Series 80 frame. It is found in singleplayer, multiplayer, and zombie mode. In multiplayer, it can be dual wielded, and available attachments include a suppressor, extended magazines, and upgraded iron sights. In Zombies, it is the starting weapon, and has an eight-round capacity instead of the seven-round capacity of the campaign and multiplayer.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the M1911 has a standard parkerized finish, while in multiplayer and zombies, it has a bright nickel finish. The scene where Mason visualizes himself drawing an M1911 on President John F. Kennedy is the only instance where the multiplayer nickel-plated M1911 appears in singleplayer.&lt;br /&gt;
&lt;br /&gt;
Two [[M1911]]s can be seen in the hands of Alex Mason on the game's cover art; these have tally marks etched on them, and one of them has the name &amp;quot;Sally&amp;quot; engraved on it (based on the gun's upgrade in zombie mode, the other weapon is presumably &amp;quot;Mustang&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Series80blued.jpg|thumb|none|350px|Blued Colt MK IV Series 80 - .45 ACP]]&lt;br /&gt;
[[File:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel Plated Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CODBO M1911 SP (1).jpg|thumb|none|600px|The original M1911, as used in singleplayer mode. Note that it appears to have the serrated hammer of a [[Colt MK IV Series 80]]. Note also the cocked hammer, just like in ''World At War''. Oddly, the slide is parkerized, but the frame and magazine are blued.]]&lt;br /&gt;
[[File:CODBO M1911 SP (2).jpg|thumb|none|600px|Aiming the campaign M1911.]]&lt;br /&gt;
[[File:CODBO M1911 SP (3).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (1).jpg|thumb|none|600px|Mason visualizes himself drawing an M1911 on President John F. Kennedy. Perhaps one of the side effects of the brainwashing causes his brain to mirror objects: this 1911 is seen with its controls, markings, and ejection port on the wrong side. The hammer is also uncocked.]]&lt;br /&gt;
[[File:CODBO M1911 JFK (2).jpg|thumb|none|600px|Mason points his uncocked .45 at the President in his trance. Note the portrait of Abraham Lincoln in the background.]]&lt;br /&gt;
[[File:CODBO M1911 (1).jpg|thumb|none|600px|The initial draw animation of the M1911. The character locks the slide back and then releases it.]]&lt;br /&gt;
[[File:CODBO M1911 (2).jpg|thumb|none|600px|The nickel-plated Colt in idle.]]&lt;br /&gt;
[[File:CODBO M1911 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO M1911 (4).jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[File:CODBO M1911 (5).jpg|thumb|none|600px|When drawing dual M1911 pistols, the character flashily locks back the slides on both pistols.]]&lt;br /&gt;
[[File:CODBO M1911 (6).jpg|thumb|none|600px|And then releases them. It looks like the ejection port of the pistol on the left is solid.]]&lt;br /&gt;
[[File:CODBO M1911 (7).jpg|thumb|none|600px|Holding dual M1911s.]]&lt;br /&gt;
[[File:CODBO M1911 (8).jpg|thumb|none|600px|Ejecting spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in-game as the &amp;quot;Python&amp;quot;. In singleplayer, the Python appears to be Mason's preferred sidearm, as he starts with it in &amp;quot;Executive Order&amp;quot;, and pulls one out of nowhere to save a downed Woods in &amp;quot;SOG&amp;quot; and clear Vietcong tunnels in &amp;quot;Victor Charlie.&amp;quot; In &amp;quot;Payback,&amp;quot; a group of Viet Cong forces the captured Mason and Woods to play Russian roulette with a snub nosed Python. In multiplayer, it appears with the full length barrel by default, and the Snub Nose is available as an attachment, which decreases the amount of visual kick in exchange for less damage (in reality, this would increase kick and decrease range, so such a trade-off would make little sense on a real gun when concealability is not a concern).&lt;br /&gt;
&lt;br /&gt;
The Python has a rather nonsensical default reload animation, which shows the player character ejecting the entire contents of the cylinder and then inserting as many rounds as would be needed to replace those actually fired, one at a time; the only way for this to work is if the ejector selectively ejected only the fired rounds, which it doesn't in reality. Like the Colt Anaconda from ''Modern Warfare 2'', when reloading, the player character holds the revolver muzzle up and dumps rounds instead of using the ejector rod. The speedloader attachment replaces the nonsensical individual round reload with a more sensible speedloader reload. Notably, the Python's reload shenanigans would be repeated in ''many'' of Treyarch's later ''Call of Duty'' games. Strangely, when firing the Python, the sound of casings hitting the ground can be heard as if it operated as a shell ejecting pistol.&lt;br /&gt;
&lt;br /&gt;
Aside from the Snub Nose and the Speedloader, a Colt Sporter Scope is also available as an attachment for the Python, under the name &amp;quot;ACOG Scope&amp;quot;. A Python with speedloaders appears as the first weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|350px|none|Colt Python - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|300px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:CODBO Python (1).jpg|thumb|none|600px|The draw animation has the player-character perform a quick brass check and cylinder spin.]]&lt;br /&gt;
[[File:CODBO Python (2).jpg|thumb|none|600px|Holding the Colt Python in Nuketown.]]&lt;br /&gt;
[[File:CODBO Python (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Python (4).jpg|thumb|none|600px|Reloading the cylinder, round-by-round. The animation shows every round going into the same chamber as the cylinder never rotates, which is easily visible on PC with a high FoV setting.]]&lt;br /&gt;
[[File:CODBO Python (5).jpg|thumb|none|600px|Properly closing the cylinder, ''MW2''-style.]]&lt;br /&gt;
[[File:CODBO Python (6).jpg|thumb|none|600px|Ejecting all the rounds at the start of a speedloader reload.]]&lt;br /&gt;
[[File:CODBO Python (7).jpg|thumb|none|600px|Dropping the speedloader after loading in the rounds and about to swing the cylinder shut. This is the same animation as seen on the S&amp;amp;W Model 27 in [[Call of Duty: World at War]].]]&lt;br /&gt;
[[File:CODBO Python (8).jpg|thumb|none|600px|Drawing dual Colt Pythons.]]&lt;br /&gt;
[[File:CODBO Python (9).jpg|thumb|none|600px|Dual Colts in idle.]]&lt;br /&gt;
[[File:CODBO Python (10).jpg|thumb|none|600px|Reloading; also the same animations as the dual Colt Anacondas in ''MW2''.]]&lt;br /&gt;
[[File:CODBO Python (11).jpg|thumb|none|600px|Pointing a snub-nosed Python at comrade Castro.]]&lt;br /&gt;
[[File:BlackOps-Python-3.jpg|600px|thumb|none|A VC Bookie hands a snub-nosed Colt Python to Mason.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
The [[CZ 75|&amp;quot;Pre-B&amp;quot; CZ 75]] pistol is featured in the game, along with its machine pistol variant, the CZ 75 Automatic. In singleplayer, it is used by Hudson in the level &amp;quot;Numbers&amp;quot; and Mason in &amp;quot;Payback&amp;quot;, and the Soviet Spetsnaz use both the normal semi-auto and machine pistol variants. In multiplayer, the &amp;quot;Full-Auto Upgrade&amp;quot; attachment turns the weapon into the CZ 75 Automatic. Other multiplayer attachments include night sights, extended mags, suppressor, and dual-wielding.&lt;br /&gt;
&lt;br /&gt;
In-game, its basic capacity is 12 rounds in singleplayer and multiplayer and 15 rounds in zombies, and using the extended magazines attachment in multiplayer extends its capacity to 18 rounds. Dual-wielded CZ 75s in singleplayer have 20-round capacities, and dual wielding the CZ 75 in zombies reduces its capacity to 12. ''All'' these capacities are completely incorrect; the in-game CZ 75 is 9x19mm as identified in the game files, which has a 16-round capacity in reality.&lt;br /&gt;
&lt;br /&gt;
The CZ 75 is highly anachronistic to ''Black Ops'': not only did production first start in 1975, but the automatic variant wasn't introduced until 1992. A more historically accurate choice for a semi-automatic high-capacity 9mm pistol would have been the [[Browning Hi-Power]] (introduced in 1935, and actually used in Vietnam), and a historically accurate choice for a fully-automatic pistol would have been the Soviet [[Stechkin APS]] (introduced in 1951, and actually used by Spetsnaz). The [[CZ 52]] was also another period Czech sidearm within the Communist Bloc.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75.jpg|thumb|none|350px|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (1).jpg|thumb|none|600px|Racking the CZ 75's slide in the equip animation.]]&lt;br /&gt;
[[File:CODBO CZ75 (2).jpg|thumb|none|600px|The CZ in-game.]]&lt;br /&gt;
[[File:CODBO CZ75 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO CZ75 (4).jpg|thumb|none|600px|Reloading the CZ 75.]]&lt;br /&gt;
[[File:CODBO CZ75 (5).jpg|thumb|none|600px|Pulling the slide to chamber a round.]]&lt;br /&gt;
[[File:CODBO CZ75 (6).jpg|thumb|none|600px|Equipping dual CZs.]]&lt;br /&gt;
[[File:CODBO CZ75 (7).jpg|thumb|none|600px|Reloading the twin pistols.]]&lt;br /&gt;
[[File:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic with spare magazine - 9x19mm]]&lt;br /&gt;
[[File:CODBO CZ75 (8).jpg|thumb|none|600px|Reloading the CZ 75 Automatic.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] appears in in the game. Although it has a heel-mounted magazine release, it still uses the same reload animation as the M1911 and the CZ 75, which have their magazine releases behind the trigger. It is modeled with an adjustable rear sight, which is only found on the civilian version. A pair of Makarovs make up the second weapon tier of Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 - 9x18mm Makarov. It is a US market import model of the Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]&lt;br /&gt;
[[File:CODBO Makarov (1).jpg|thumb|none|600px|Drawing the Makarov PM; the second half of the same animation shown earlier on the M1911.]]&lt;br /&gt;
[[File:CODBO Makarov (2).jpg|thumb|none|600px|Holding the Makarov.]]&lt;br /&gt;
[[File:CODBO Makarov (3).jpg|thumb|none|600px|Aiming with the adjustable IJ-70-style rear sight, which is actually from the 1990s.]]&lt;br /&gt;
[[File:CODBO Makarov (4).jpg|thumb|none|600px|Reloading. Note that the bullets in the magazine are obviously just a texture put on the side of the mag.]]&lt;br /&gt;
[[File:CODBO Makarov (5).jpg|thumb|none|600px|Double the Makarovs.]]&lt;br /&gt;
[[File:CODBO Makarov (6).jpg|thumb|none|600px|Reloading the two Makarovs.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
Capt. Viktor Reznov uses a [[Tokarev TT-33]] and flashlight to clear the ship in the World War II mission &amp;quot;Project Nova.&amp;quot; Kravchenko uses a TT-33 to execute German POWs in the same mission. British commandos that later appear during the same mission also nonsensically draw one if knocked into Last Stand (instead of it, they could have used a much more suitable M1911, which is already in the game).&lt;br /&gt;
&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version. Tula Arsenal (Soviet Union) Note CCCP printing around the star on the plastic grips.]]&lt;br /&gt;
[[File:CODBO TT-33 (1).jpg|thumb|none|600px|The Tokarev TT-33/flashlight combo in idle.]]&lt;br /&gt;
[[File:CODBO TT-33 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO TT-33 (3).jpg|thumb|none|600px|Dropping a magazine while holding the flashlight with the left hand.]]&lt;br /&gt;
[[File:CODBO TT-33 (4).jpg|thumb|none|600px|About to thumb the slide release on an empty reload.]]&lt;br /&gt;
[[File:CODBO TT-33 (5).jpg|thumb|none|600px|Kravchenko executes prisoners with a TT. He kills the last one with a knife after running out of ammo, probably because the third-person model doesn't show the slide lock back or the slide stop was frozen in place. Note the guard behind him dual wielding a PPSh and a  Mosin M38 sniper rifle as if the latter has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
At the end of the first part of the World War II flashback mission &amp;quot;Project Nova,&amp;quot; Dr. Friedrich Steiner waits for the Soviet troops with a [[Walther P38]] drawn, after using it to dispatch his own guards. In the following sequence, he holds a Mosin-Nagant M38 carbine with the P38 model still erroneously present in his hand. This is the only place where the Walther P38 is seen.&lt;br /&gt;
&lt;br /&gt;
[[File:P38Black.jpg|thumb|none|350px|Walther P38 WWII dated with black grips - 9x19mm]]&lt;br /&gt;
[[File:CODBO P38.jpg|thumb|none|600px|The Walther P38 is in the right hand of Steiner.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Many of the submachine guns lack a buttstock by default, and gain one when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K (#0001)==&lt;br /&gt;
An early [[Heckler &amp;amp; Koch MP5K]] is featured in the game, with a threaded barrel, the special wooden foregrip unique to serial number 0001, and using waffle pattern magazines. It is the fifth weapon tier in Gun Game. Its appearance is anachronistic: it appears in &amp;quot;Executive Order&amp;quot;, a level set in 1963, while in reality the HK54 prototype of the MP5 was developed in 1964, and the [[H&amp;amp;K MP5]] did not enter service until 1966. The first MP5K variant, depicted in the game, was not developed until 1976. &lt;br /&gt;
&lt;br /&gt;
A less anachronistic choice could have been the above full-length HK54 (1964). A more period-accurate choice for a contemporary compact German SMG could have been the [[Walther MPK]] (1963).&lt;br /&gt;
&lt;br /&gt;
[[File:MP5Kprototype.JPG|thumb|none|400px|Heckler &amp;amp; Koch MP5K serial number 0001 with 15-round &amp;quot;waffle&amp;quot; magazine - 9x19mm. Note wooden foregrip unique to this weapon.]]&lt;br /&gt;
[[File:CODBO MP5K (1).jpg|thumb|none|600px|Drawing the MP5K.]]&lt;br /&gt;
[[File:CODBO MP5K (2).jpg|thumb|none|600px|The MP5K being held.]]&lt;br /&gt;
[[File:CODBO MP5K (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO MP5K (4).jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:CODBO MP5K (5).jpg|thumb|none|600px|...inserting new magazine...]]&lt;br /&gt;
[[File:CODBO MP5K (6).jpg|thumb|none|600px|...and slapping the handle forwards.]]&lt;br /&gt;
[[File:CODBO-MP5K-FPV.jpg|thumb|none|600px|An MP5K with an Elbit Falcon red dot sight (the &amp;quot;Red Dot Sight&amp;quot; attachment of ''Black Ops'') attached via standard HK claw type mount in &amp;quot;Executive Order&amp;quot;. The Elbit Falcon gunsight is anachronistic as it was produced in the 1980s in reality.]]&lt;br /&gt;
[[File:Bomp5s.jpg|thumb|none|600px|Aiming down the red dot sight.]]&lt;br /&gt;
[[File:CODBO-SMG.jpg|thumb|none|600px|Pre-release footage of the same MP5K prototype as shown above, but with part of the vertical foregrip missing for unknown reasons, giving it an appearance similar to the H&amp;amp;K [[UMP]]. In the final game, Woods' MP5K appropriately has the foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] with olive drab furniture is one of the available SMGs in-game. By default, it lacks the underfolding stock, but can equip one in multiplayer. It is one of the few historically accurate weapons in the game as the Uzi was actually used by S.O.G. recon teams during the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:CODBO Uzi (1).jpg|thumb|none|600px|Drawing the Uzi.]]&lt;br /&gt;
[[File:CODBO Uzi (2).jpg|thumb|none|600px|The Uzi in idle.]]&lt;br /&gt;
[[File:CODBO Uzi (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Uzi (4).jpg|thumb|none|600px|Reloading. Note the magazine is slightly shorter than normal. The markings at the rear label the gun as &amp;quot;IZI&amp;quot; and the manufacturer as IWI. The latter is an anachronism, as IWI was established in 2005 (&amp;quot;IMI&amp;quot; should have been written instead). Other markings include &amp;quot;semi auto&amp;quot; and &amp;quot;MODEL B&amp;quot;, and the fire selector has &amp;quot;A-F-S&amp;quot; markings; these indicate that the weapon is a civilian model converted to full-auto.]]&lt;br /&gt;
[[File:CODBO Uzi (5).jpg|thumb|none|600px|Racking the charging handle to finish the empty reload.]]&lt;br /&gt;
[[File:CODBO Uzi (7).jpg|thumb|none|600px|Unfolding the stock when the &amp;quot;Grip&amp;quot; is equipped. The extended mag is also present.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] is available in the game. It lacks its telescoping stock by default, but can receive one via the Grip attachment. It can be found in the campaign level &amp;quot;Redemption&amp;quot; and is the player's secondary weapon in that level as well. Its appearance is also anachronistic as it was not developed until 1972; the MAC-11's predecessor, the [[MAC-10]], would be more period appropriate, since it was developed in 1964 and actually used during the Vietnam War (albeit not put into service until 1970).&lt;br /&gt;
&lt;br /&gt;
[[File:Mac m11 9k.jpg|thumb|none|300px|MAC-11 - .380 ACP]]&lt;br /&gt;
[[File:CODBO M11 (1).jpg|thumb|none|600px|The MAC-11 in-game. Note the weld seams on the receiver, and charging handle incorrectly being forward; the MAC is an open-bolt weapon.]]&lt;br /&gt;
[[File:CODBO M11 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M11 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO M11 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:CODBO M11 (5).jpg|thumb|none|600px|Dual-wielding MAC-11s. Though MAC-11s without the Grip attachment have the stock removed completely, dual wielded MACs have the stock in a collapsed position.]]&lt;br /&gt;
[[File:CODBO M11 (6).jpg|thumb|none|600px|MAC-11, now with its telescoping stock.]]&lt;br /&gt;
[[File:CODBO M11 (7).jpg|thumb|none|600px|Reloading a MAC-11 with the stock and extended mag. The extended magazine model is bugged and never moves during the animation.]]&lt;br /&gt;
[[File:BlackOps-MAC11-1.jpg|thumb|none|600px|A suppressed MAC-11 on a promotional artwork.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson M1A1]] fitted with a Cutts compensator is available in zombie mode for 1200 points in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese, with a magazine capacity of 20 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Soldierwolf,20070107412.jpg|thumb|none|500px|M1A1 Thompson with 20-round magazine and Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:CODBOM1A1.jpg|thumb|none|600px|The Thompson in Zombies.]]&lt;br /&gt;
[[File:CODBOM1A1-1.jpg|thumb|none|600px|View down the &amp;quot;V&amp;quot; notch of the iron sights.]]&lt;br /&gt;
[[File:CODBO M1A1 (3).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBOM1A1-2.jpg|thumb|none|600px|Pulling the bolt back, which is not recommended on an open-bolt weapon with the finger still on the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is available for purchasing for 1,000 points in the Zombies maps &amp;quot;Kino der Toten,&amp;quot; &amp;quot;Verrückt,&amp;quot; &amp;quot;Shi No Numa,&amp;quot; &amp;quot;Der Riese&amp;quot; and &amp;quot;Call of the Dead.&amp;quot; It is also used by the Germans in the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The MP40 in Zombies mode has a blued finish.&lt;br /&gt;
&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|500px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CODBO MP40 (2).jpg|thumb|none|600px|The MP40 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO MP40 (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:CODBO MP40 (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODBO MP40 (1).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MP40 (5).jpg|thumb|none|600px|A not-frosty MP40 in &amp;quot;Kino der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==OTs-02 Kiparis==&lt;br /&gt;
&lt;br /&gt;
The KBP Instrument Design Bureau [[OTs-02 Kiparis]] is an available submachine gun in-game. Its wire stock is removed by default, but is added back with the &amp;quot;Grip&amp;quot; attachment, like other submachine guns in the game. The final &amp;quot;classified&amp;quot; submachine gun unlocked in multiplayer (requiring all other submachine guns to be unlocked), it has a high rate of fire and tight hipfire spread, but has high recoil, low damage. It uses short 20 round magazines by default, and uses longer 30-rounders when Extended Mags is used. It appears in the hands of Spetsnaz operatives in the campaign and can be dual-wielded by the player.&lt;br /&gt;
&lt;br /&gt;
The Kiparis was designed in 1976, making it another anachronistic weapon. A similar looking and more adequate gun could have been the Soviet experimental Kalashnikov SMG (1947) or TKB-486 (1955).&lt;br /&gt;
&lt;br /&gt;
[[File:Kiparis1.jpg|thumb|none|500px|OTs-02 Kiparis with suppressor and LAM - 9x18mm Makarov]]&lt;br /&gt;
[[File:CODBO Kiparis (1).jpg|thumb|none|600px|Holding the Kiparis.]]&lt;br /&gt;
[[File:CODBO Kiparis (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Kiparis (3).jpg|thumb|none|600px|Inserting a magazine.]]&lt;br /&gt;
[[File:CODBO Kiparis (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO Kiparis (5).jpg|thumb|none|600px|Dual OTs-02 Kiparis submachine guns.]]&lt;br /&gt;
[[File:CODBO Kiparis (6).jpg|thumb|none|600px|Unfolding the Kiparis equipped with a stock.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-44-03-61.jpg|thumb|none|600px|A Kiparis with reflex sight during the mission &amp;quot;Numbers&amp;quot;. The reflex sight is based on the extremely rare Aimpoint Electronic (or Aimpoint MarkII), touted to be the first ever mass produced red dot sight. It is anachronistic as it was introduced in 1975.]]&lt;br /&gt;
[[File:BLACKOPS-OTS02.jpg|thumb|none|600px|A multiplayer character inserts a 30-round magazine into his gold plated OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
==PM-63 RAK==&lt;br /&gt;
A [[PM-63 RAK]] is another available SMG. It uses 20 round magazines by default, and uses 30 round ones with Extended Mags (instead of the 15 and 25 round capacity in reality). The weapon gains its retractable stock when the Grip attachment is used. It appears in a level set in 1963, what can be conditionally considered historically correct, since the PM-63 was developed in 1956-1962 and introduced in 1963, although mass production did not start until the 1964. It is accurate for the rest of the game's time frame. A similar looking and more accurate submachine gun could have been the 7.62x25mm version of the Czech [[Sa.25]] SMG (1948), or, for a more exotic choice, the Soviet experimental Rukavishnikov SMG (1942).&lt;br /&gt;
&lt;br /&gt;
[[File:PM63.JPG|none|thumb|400px|PM-63 RAK - 9x18mm]]&lt;br /&gt;
[[File:CODBO PM-63 (1).jpg|thumb|none|600px|Drawing the weapon.]]&lt;br /&gt;
[[File:CODBO PM-63 (2).jpg|thumb|none|600px|Holding a PM-63.]]&lt;br /&gt;
[[File:CODBO PM-63 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO PM-63 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO PM-63 (5).jpg|thumb|none|600px|Dual PM-63s. The front grips are folded down.]]&lt;br /&gt;
[[File:CODBO PM-63 (6).jpg|thumb|none|600px|Pulling out the retractable stock. This PM-63 also has the extended magazine.]]&lt;br /&gt;
[[File:CODBO PM-63 (7).jpg|thumb|none|600px|Holding the stocked PM-63.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The Russian soldiers, including Capt. Viktor Reznov and Pvt. Dimitri Petrenko, use the [[PPSh-41]] in the World War II flashback mission &amp;quot;Project Nova.&amp;quot; Since it is the same model, the PPSh-41 in Black Ops uses 35-round box-magazines like in ''[[Call of Duty: World at War]]'''s multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|500px|Soviet PPSh-41 Submachine Gun with 35 round stick magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CODBO PPSh-41 (2).jpg|thumb|none|600px|The PPSh-41 in &amp;quot;Project Nova.&amp;quot;]]&lt;br /&gt;
[[File:CODBO PPSh-41 (3).jpg|thumb|none|600px|Aiming the PPSh.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (4).jpg|thumb|none|600px|Reloading a 35-round stick magazine.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (1).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO PPSh-41 (5).jpg|thumb|none|600px|The PPSh-41 on Pvt. Gerasimov's back and also in Viktor Reznov's hands. Note the inaccurate proportions of the weapon, denoting that it is World at War's PPSh model.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is available in-game. It is depicted without its folding stock, but the unlockable Grip attachment adds and folds out the stock. It uses 20-round magazines, which increases to 30 with Extended Mags. It retains its 2-hit kill ability at close range from its ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' counterpart, though it has a slightly altered bolt-racking animation on an empty reload. A pair of Vz. 61s makes up the sixth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It first appears in 1961 segment during the mission &amp;quot;Operation 40&amp;quot;; while the vz. 61 was first made in 1961, it was not produced en masse until 1963, and there is no evidence of its use by Cuban forces at that time. The correct choice would be a [[Sa 23]], another compact Czech SMG, which was actually used by Cubans during the Bay of Pigs Invasion. The Skorpion is accurate for the rest of the game, including its use by the Viet Cong.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:CODBO Vz61 (1).jpg|thumb|none|600px|Drawing the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (2).jpg|thumb|none|600px|Holding a Vz.61.]]&lt;br /&gt;
[[File:CODBO Vz61 (3).jpg|thumb|none|600px|Aiming down the rather small sights of the Vz. 61.]]&lt;br /&gt;
[[File:CODBO Vz61 (4).jpg|thumb|none|600px|Reloading the Skorpion.]]&lt;br /&gt;
[[File:CODBO Vz61 (5).jpg|thumb|none|600px|Racking the bolt, though the ejection port shows the bolt never moves.]]&lt;br /&gt;
[[File:CODBO Vz61 (6).jpg|thumb|none|600px|The Skorpion with a suppressor and its folding stock.]]&lt;br /&gt;
[[File:CODBO Vz61 (7).jpg|thumb|none|600px|Dual Vz. 61s, [[Goldeneye_007#Sa._Vz.61_Skorpion|Goldeneye style]].]]&lt;br /&gt;
[[File:CODBO Vz61 (8).jpg|thumb|none|600px|Tossing out spent magazines.]]&lt;br /&gt;
&lt;br /&gt;
==SITES Spectre M4==&lt;br /&gt;
The Italian [[Spectre M4]] is one of the available SMGs under the name &amp;quot;Spectre&amp;quot;, and has a 30-round capacity (increasing to 45 with extended mags). Its folding stock is absent by default, but is added when the &amp;quot;Grip&amp;quot; attachment is used in multiplayer. Its appearance is anachronistic, since it was not developed until the 1980s. More correct choices could have been the [[Franchi LF-57]] (1956) or the more similar looking [[Beretta M12|Beretta Model 12]] (1959), which saw use by American forces during the Tet Offensive in 1968.&lt;br /&gt;
&lt;br /&gt;
[[File:Sites Spectre.jpg|thumb|none|400px|Spectre M4 - 9x19mm]]&lt;br /&gt;
[[File:CODBO Spectre M4 (1).jpg|thumb|none|600px|A player character holds a Spectre M4.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (3).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (5).jpg|thumb|none|600px|Inserting a 45-round extended mag. Note that the magazine well is visibly modeled as a solid block.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (6).jpg|thumb|none|600px|Unfolding the folding stock in the draw animation when the stock is equipped.]]&lt;br /&gt;
[[File:CODBO Spectre M4 (7).jpg|thumb|none|600px|Holding the Spectre M4 with the stock, and also a suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is carried by British commandos in the World War II flashback mission &amp;quot;Project Nova&amp;quot;, and is usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Sten.jpg|thumb|none|500px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CODBO Sten (1).jpg|thumb|none|600px|The Sten in first person. As with most entries in the series, it is improperly held by the magazine.]]&lt;br /&gt;
[[File:CODBO Sten (2).jpg|thumb|none|600px|Looking through the weapon's rather simple iron sights. Like the [[Type 100 submachine gun|Type 100]], it is held at a slightly canted angle due to sharing the latter's animations.]]&lt;br /&gt;
[[File:CODBO Sten (3).jpg|thumb|none|600px|Reloading the Sten, with the uncharacteristically helpful aid of an empty magazine, also like the Type 100.]]&lt;br /&gt;
[[File:CODBO Sten (4).jpg|thumb|none|600px|Charging the SMG.]]&lt;br /&gt;
[[File:CODBO Sten (5).jpg|thumb|none|600px|British commandos with Sten Mk. II submachine guns. Note that, as a result of animation recycling, the man in the front of the shot isn't really &amp;quot;holding&amp;quot; his Sten ''per se''; instead, he seems to be supporting it with a grand total of about 3 fingers. The bolt is also incorrectly closed, on a side note.]]&lt;br /&gt;
[[File:CODBO Sten (6).jpg|thumb|none|600px|A Sten Mk II on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
&lt;br /&gt;
The [[Type 100 submachine gun|Type 100]] appears in Shi No Numa and Der Riese for 1000 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|500px|Arisaka Type 100 submachine gun (1944 - 1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:CODBO Type100 (1).jpg|thumb|none|600px|Holding the Type 100.]]&lt;br /&gt;
[[File:CODBO Type100 (2).jpg|thumb|none|600px|Aiming down sights. Note the rear sight appears to have been updated with white dots.]]&lt;br /&gt;
[[File:CODBO Type100 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO Type100 (4).jpg|thumb|none|600px|Pulling the bolt handle as Nikolai's wadded sleeves conspire to block out everything in the image.]]&lt;br /&gt;
&lt;br /&gt;
==Walther MPL==&lt;br /&gt;
The [[Walther MPL]] is one of the available SMGs, with a 32-round magazine. It can also be purchased off the wall in Zombies mode, where it incorrectly holds 24 rounds. It lacks a stock by default, but gets its wireframe folding stock when the &amp;quot;Grip&amp;quot; attachment is used. Despite being one of the few period-appropriate guns (1963), the MPL is not available in the single player campaign, and appears only in the multiplayer and Zombies modes.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm]]&lt;br /&gt;
[[File:CODBO MPL (1).jpg|thumb|none|600px|Drawing the MPL.]]&lt;br /&gt;
[[File:CODBO MPL (2).jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODBO MPL (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO MPL (4).jpg|thumb|none|600px|The Walther MPL being reloaded.]]&lt;br /&gt;
[[File:CODBO MPL (5).jpg|thumb|none|600px|Pulling the bolt handle.]]&lt;br /&gt;
[[File:CODBO MPL (6).jpg|thumb|none|600px|The alternate draw animation when the weapon is equipped with the &amp;quot;Grip&amp;quot; attachment, which unfolds the &amp;quot;Grip&amp;quot;.]]&lt;br /&gt;
[[File:BLACKOPS-MPL-1.jpg|thumb|none|600px|An MPL with Elbit Falcon red dot sight and red camo. Note the HK claw mount.]]&lt;br /&gt;
&lt;br /&gt;
=Assault/Battle Rifles= &lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The weapon referred to as the &amp;quot;AK47&amp;quot; in-game is in fact a composite of several different AK variants. The main receiver of the rifle appears to be taken from an [[AKS-74]] (which is anachronistic, since it didn't see service until the very late 70s), along with an early 5.45x39mm steel magazine. The model has however been modified with other parts (possibly to make it more closely resemble the time period appropriate [[AK-47]] or [[AKM]] variants), including an AKM style front sight block and gas block, a Type 2 AK-47 wooden stock with a metal ferrule (which is actually a part of the receiver, not the stock), and a Type 3 AK-47 receiver-mounted rear sling loop. The handguard and grip resemble those from an ATI GSG AK47 .22LR rifle.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer campaign, the Soviets and North Vietnamese Army use the hybrid AK with a variety of accessories. In both singleplayer and multiplayer, the Extended Mag attachment gives the AK an [[RPK-74]] magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|500px|Type II AK-47 - 7.62x39mm. Image used to show the handguard and stock.]]&lt;br /&gt;
[[File:Ak74p.jpg|thumb|none|500px|Prototype AK-74 - 5.45x39mm. Image used to show the steel 5.45x39mm magazine.]]&lt;br /&gt;
[[File:CODBO AK-47 (1).jpg|thumb|none|600px|The AK in idle.]]&lt;br /&gt;
[[File:CODBO AK-47 (2).jpg|thumb|none|600px|Aiming down the hybrid AK's sights.]]&lt;br /&gt;
[[File:CODBO AK-47 (3).jpg|thumb|none|600px|Reloading; note the ATI GSG handguard lacking vent holes, which would probably cause overheating issues on a real AK, and an empty magazine being inserted. Also visible in this shot is the protrusion at the front of the receiver below the pair of rivets for the barrel trunion which is used to retain the AKS-74 stock in the folded position.]]&lt;br /&gt;
[[File:CODBO AK-47 (4).jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:BlackOps 2010-11-10 21-24-02-22.jpg|thumb|none|600px|An on-screen blip for picking up a dropped AK with the &amp;quot;Dual Mag&amp;quot; attachment, which consists of two magazines jungle-taped together, and speeds up the process of reloading. The player's own AK is equipped with a PK-AV scope, which serves as the &amp;quot;ACOG Scope&amp;quot; attachment for the AK-type and AK-like weapons in multiplayer, including the RPK, AKS-74U, Galil, and the SVD.]]&lt;br /&gt;
[[File:BlackOps 2010-11-14 17-09-41-46.jpg|thumb|none|600px|The hybrid AK with a 45-round RPK-74 magazine. Note the button at the rear of the receiver, which is used to fold the stock on the original AKS-74 rifle, along with the Type 3 AK-47-style sling loop fitted to the receiver just ahead of it.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears with the same &amp;quot;AK-74u&amp;quot; name used for the JG Beta-F Airsoft gun in ''[[Call of Duty 4: Modern Warfare]]'' and the same erroneous designation as a submachine gun; this one, however, is an actual AKS-74U, albeit depicted with a slightly longer barrel and gas tube. It has a black handguard, steel magazines, and no stock. An AKS-74U appears as the seventh weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It is anachronistic to Black Ops, as it was not developed until 1979 (the full size variant, the AK-74, didn't enter service until 1974). A more accurate option would have been the Hungarian [[AMD-65]] carbine (1965), which was used as a compact weapon for Warsaw Pact vehicle crews.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:CODBO AKS-74U (1).jpg|thumb|none|600px|The AKS-74U in idle.]]&lt;br /&gt;
[[File:CODBO AKS-74U (2).jpg|thumb|none|600px|Looking through the sights.]]&lt;br /&gt;
[[File:CODBO AKS-74U (3).jpg|thumb|none|600px|Reloading. Note the odd shape of the gas tube/top handguard.]]&lt;br /&gt;
[[File:CODBO AKS-74U (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Colt USAF M16 (Colt Model 604)==&lt;br /&gt;
The USAF variant of the original [[M16]] is available in the game, and can be identified by its M16E1 partial magazine fence lower and lack of forward assist. Its default 20-round magazine holds 30 rounds in gameplay, and the 30-round mag only appears with the Extended Mags attachment and holds 45 rounds (the same situation occurs with the Colt Commando below).&lt;br /&gt;
&lt;br /&gt;
It is correctly depicted as firing fully-automatic in single player, but incorrectly uses a three-round burst fire mode in multiplayer and Zombie mode. Treyarch developer Josh Olin has stated that it was &amp;quot;an early prototype&amp;quot;, although the first variant that was capable of burst fire was the Model 605B (essentially a shorter barreled M16 with a four position selector switch tested in 1964) was fitted with a forward assist, unlike the weapon in game which also appears to have a standard weight barrel.&lt;br /&gt;
&lt;br /&gt;
When the M16 is mounted with optics, its carry handle, front sight and gas block are removed, which would prevent the gun from firing automatically. The shooter would have to manually rack the bolt to load the next round into the chamber, effectively making the gun a bolt action. This same goof was previously seen on the M16 and M4A1 in ''Call of Duty 4: Modern Warfare'' and ''Modern Warfare 2'', and can also be seen on the Commando in ''Black Ops''. Pre-release footage however, showed that the front sight was originally not removed when optics are mounted.&lt;br /&gt;
&lt;br /&gt;
Upgrading the M16 with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Skullcrusher,&amp;quot; which fires laser-like rounds and mounts an [[M203 grenade launcher]]. Both the M16 and the M203 keep their normal ammunition count. An M16 appears as the ninth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:USAF Colt Model 604.jpg|thumb|none|500px|USAF M16 (Colt Model 604) - 5.56x45mm. This is an early model as indicated by its M16E1 type partial magazine fence lower.]]&lt;br /&gt;
[[File:CODBO M16 (1).jpg|thumb|none|600px|Drawing the M16.]]&lt;br /&gt;
[[File:CODBO M16 (2).jpg|thumb|none|600px|An M16 in idle. Note the 20-round mag.]]&lt;br /&gt;
[[File:CODBO M16 (3).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M16 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO M16 (5).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:CODBO M16 (6).jpg|thumb|none|600px|Reloading a 45-round-sized-30-round magazine.]]&lt;br /&gt;
[[File:M16 CoDBO SlabSide.jpg|thumb|none|600px|Carlos throws Mason an M16. Visible in this shot is the partial fence lower and lack of forward assist which identifies this as a Colt Model 604. Another thing to point out is the unusual length of the M203's barrel. A standard barrel length of an M203 is 12 inches (305mm) and usually the tip of the M203 runs parallel to the Bayonet lug of the M16. This might be due to the M16 being modeled smaller in 3rd person.]] &lt;br /&gt;
[[File:Shot0119.jpg|thumb|none|600px|Frank Woods with his M16. Note that the 3rd person model for the M16 is smaller than its real life counterpart.]]&lt;br /&gt;
[[File:BLOPS M16 misc1.jpg|thumb|600px|none|Mason gets ready to start blasting with his M16. The charging handle is not fully seated for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Commando&amp;quot;==&lt;br /&gt;
The weapon referred to in-game as the &amp;quot;Commando&amp;quot; appears to most closely resemble a [[GAU-5A/A]] with a fictional flat-topped receiver; the name likely refers to the Colt Commando series (a series of early AR-15 carbines made during the Vietnam War) which the GAU-5A/A is related to.&lt;br /&gt;
&lt;br /&gt;
It is fitted with a flash hider in place of the moderator, a configuration which was actually used by the US Air Force. Although the flat top appears to consist of a chopped off carry handle with bolted on rail, something that was actually done in the 80s by Olympic Arms and some other manufacturers before the introduction of actual flat-topped receivers by Colt, this setup would still be anachronistic for the time depicted period in this game (along with being a configuration never used by the US military). The concept of a scope rail fitted directly to the receiver in place of the carry handle is not completely anachronistic though, as the Rock Island Arsenal did an experiment with an AR-15 fitted with an integral Weaver scope rail known as the Model 656; however, the details of the design are significantly different, and the presence of a rail mounted Troy Battle Sight on the weapon can be considered anachronistic.&lt;br /&gt;
&lt;br /&gt;
Like the M16, the weapon by default uses 20-round magazines that hold 30 rounds in gameplay, and equipping the Extended Mags attachment gives it curved 30-round magazines that hold 45 rounds. Early screenshots and footage showed the straight magazine being modeled unusually long, as if it were stretched or partly falling out, but the final game has it at its proper length. &lt;br /&gt;
&lt;br /&gt;
Upgrading the &amp;quot;Commando&amp;quot; with the Pack-A-Punch machine in zombie mode turns it into the &amp;quot;Predator&amp;quot; (a reference to the [[Arnold Schwarzenegger|Schwarzenegger]] movie ''[[Predator]]''. ''[[Commando]]'' is also the name of another movie in which Schwarzenegger starred, hence the reference). The &amp;quot;Predator&amp;quot; fires laser-like rounds and has a forty-round magazine instead of thirty.&lt;br /&gt;
&lt;br /&gt;
Like the M16, mounting optics will remove the front sight and the gas block, which would realistically prevent the gun from firing automatically. This is only the case for the 1st person model however, with the 3rd person model correctly retaining the front sight and gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-5AA with A1 flash hider.jpg|thumb|none|500px|GAU-5A/A with birdcage flash hider in place of the standard moderator - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Commando (1).jpg|thumb|none|600px|&amp;quot;Commando&amp;quot; in idle. Note the sling wrapped around the weapon and wedged behind the bolt release button; this would only be possible with the bolt locked open, meaning that the bolt would be permanently locked to the rear, rendering the weapon totally inoperable.]]&lt;br /&gt;
[[File:CODBO Commando (2).jpg|thumb|none|600px|Iron sights, which are rail-mounted Troy Battle Sights, similar to MW2. These sights are used on several other weapons. Interestingly, the Troy Battle Sight's model has improved from MW2, being depicted with more true to life knobs. These sights are however anachronistic to the setting, and the rear sight is also mounted backwards.]]&lt;br /&gt;
[[File:CODBO Commando (3).jpg|thumb|none|600px|Reloading the Commando.]]&lt;br /&gt;
[[File:CODBO Commando (4).jpg|thumb|none|600px|Slapping the bolt release button.]]&lt;br /&gt;
[[File:CODBO Commando (5).jpg|thumb|none|600px|Reloading a Commando with several attachments, including dual mags.]]&lt;br /&gt;
[[File:Snapshot20100809133031.jpg|thumb|none|600px|Pre-release footage of a suppressed Commando with Elbit Falcon sight. Note the clan tag engraved on the charging handle. Also note that unlike in the final game, the front sight is shortened but still present.]]&lt;br /&gt;
[[File:CODBOAR-15a.jpg|thumb|none|600px|Frank Woods with his Commando and early Colt Scope. Note the early modeling mistake of the magazine.]]&lt;br /&gt;
[[File:CODBOAR15.JPG|thumb|none|600px|Promotional image showing the Commando. Note the Colt scope and the solid flash hider. The Colt Scope appears in BO1 as one of the many models for the &amp;quot;ACOG Scope&amp;quot; attachment (none of which being the Trijicon ACOG, which would be an anachronism).]]&lt;br /&gt;
&lt;br /&gt;
==Enfield XL60==&lt;br /&gt;
The [[Enfield L85 rifle series#XL64E5|Enfield XL60]] is one the assault rifles available in the game, under the name &amp;quot;Enfield&amp;quot;. Hudson carries an Enfield fitted with an infrared scope and a Masterkey under-barrel shotgun during the singleplayer mission &amp;quot;Rebirth.&amp;quot; The Enfield is anachronistic as it was introduced after June 14, 1976; the presence of the [[Enfield EM-2]] ''Mamba'' (1951) would be more accurate (which would extremely scarce because of the very limited amount of examples made). The ammo name for the Enfield XL60 in the game files is 7x43mm, which is the metric size of the .280 British caliber that was actually tested on the EM-2, but not on the XL60, which was chambered in 4.85x49mm.&lt;br /&gt;
&lt;br /&gt;
[[File:EnfieldXL64.jpg|thumb|none|500px|XL64E5 - 4.85x49mm]]&lt;br /&gt;
[[File:CODBO XL64 (1).jpg|thumb|none|600px|Drawing the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (2).jpg|thumb|none|600px|XL60 in idle.]]&lt;br /&gt;
[[File:CODBO XL64 (3).jpg|thumb|none|600px|Aiming through the iron sights, which are the same anachronistic Troy Battle iron sights as used on some of the other guns.]]&lt;br /&gt;
[[File:CODBO XL64 (4).jpg|thumb|none|600px|Reloading the XL60.]]&lt;br /&gt;
[[File:CODBO XL64 (5).jpg|thumb|none|600px|As in MW2, the &amp;quot;ACOG scope&amp;quot; model for the XL64 is a SUSAT. The SUSAT is also used as the &amp;quot;ACOG Scope&amp;quot; model for the AWM.]]&lt;br /&gt;
[[File:CODBO XL64 (6).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:Shot009120.jpg|thumb|none|600px|An XL60 on the ground with an IR scope attached.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A prototype version of the [[FAMAS Valorisé]] appears in several levels, used by both CIA and Spetsnaz troops. Mason carries a FAMAS with multiple attachments in final level, &amp;quot;Redemption&amp;quot;. The FAMAS Valorisé is incredibly anachronistic (even for the game's standards) for the time period the game is set in (the 1960s): not only was the base weapon not developed until 1978, this specific variant didn't come into existence until the early 2000s. A more correct choice could have been the FA-MAS 54B bullpup configuration prototype (1954). A much more period and country-accurate choice for Spetsnaz could have been the one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s. The default iron sights of the weapon are the anachronistic rail mounted Troy Battle Sights. A FAMAS appears as the tenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombies mode, it will turn into the &amp;quot;G16-GL35&amp;quot; (leet speak for GIGGLES), which fires laser-like rounds, has a forty-five round magazine instead of thirty, and a custom red dot sight. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|500px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm. This prototype can be distinguished from the final variant by the lack of fixed front sight ahead of the scope rail.]]&lt;br /&gt;
[[File:CODBO FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS. Note it has the standard FAMAS bipod, compared to the Valorisé's bent bipod legs.]]&lt;br /&gt;
[[File:CODBO FAMAS (2).jpg|thumb|none|600px|Aiming through the rail-mounted iron sights.]]&lt;br /&gt;
[[File:CODBO FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS.]]&lt;br /&gt;
[[File:CODBO FAMAS (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42]] can be purchased in the Zombies map Der Riese for 1800 points and incorrectly holds 32 rounds instead of 20.&lt;br /&gt;
[[File:FG421stPattern.jpg|thumb|none|500px|First pattern FG 42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO FG 42 (1).jpg|thumb|none|600px|Holding the FG42 on Der Riese, near its spawn point.]]&lt;br /&gt;
[[File:CODBO FG 42 (2).jpg|thumb|none|600px|Aiming down sights, which still have a lot of zoom as they did in ''World at War'' outside of its multiplayer mode. The weapon is also visible on the wall here.]]&lt;br /&gt;
[[File:CODBO FG 42 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO FG 42 (4).jpg|thumb|none|600px|Takeo works the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
&lt;br /&gt;
The [[FN FAL]] is seen mostly in the hands of Cuban soldiers and some NVA soldiers in the campaign, despite being the main service rifle of most of the Western powers throughout the Cold War. The rifle is aesthetically period correct, however the wooden furniture and semi-automatic fire mode would suggest that this weapon is more specifically the &amp;quot;G Series&amp;quot; FAL, the civilian version of the FAL which was imported into the US in the 1960s. It has an L1A1 &amp;quot;Hythe&amp;quot; foldable rear sight with the front leaf of the sight absent and only the rear leaf with enlarged aperture being used in game.&lt;br /&gt;
&lt;br /&gt;
It appears to stand in for the so called &amp;quot;Cuban FALs&amp;quot;, a batch of Belgian made FALs which were ordered by the Battista government just before its end. The FALs ended up in the Communist rebels' hands and were eventually used in the Bay of Pigs invasion. The G series were essentially the same as the Cuban rifles but with slight modification. The usage of FALs by the NVA forces meanwhile is historically dubious.&lt;br /&gt;
&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|500px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO FAL (1).jpg|thumb|none|600px|The FN FAL in idle.]]&lt;br /&gt;
[[File:CODBO FAL (2).jpg|thumb|none|600px|Looking through the &amp;quot;Hythe&amp;quot; sights, the presence of which on Cuban FALs would be historically questionable.]]&lt;br /&gt;
[[File:CODBO FAL (3).jpg|thumb|none|600px|Inserting a new magazine, which is visibly empty.]]&lt;br /&gt;
[[File:CODBO FAL (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO FAL (5).jpg|thumb|none|600px|Reloading the jungle-style dual mags on a FAL with a custom weapon finish.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] costs 600 points in the Zombies maps Verrückt, Shi No Numa, and Der Riese. Holds 10 shots in the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBO G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CODBO G43 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO G43 (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO G43 (4).jpg|thumb|none|600px|Inserting a new magazine on empty.]]&lt;br /&gt;
[[File:CODBO G43 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G11|Heckler &amp;amp; Koch G11 K2]] is one of the assault rifles in the game, and is used by Dr. Daniel Clarke in the level &amp;quot;Numbers.&amp;quot; As in real life, it fires in 3-round bursts, at a very high rate of fire with incredible accuracy and close to zero recoil, but suffers from low damage. The magazine is correctly depicted as reciprocating when firing. &lt;br /&gt;
&lt;br /&gt;
The weapon is erroneously depicted with rail mounted iron sights by default (which are in themselves anachronistic Troy Battle Sights); G11s were never designed with iron sights, and instead incorporated a scope (which is an available attachment in-game). In multiplayer, it can be fitted with only two attachments: &amp;quot;Low Power Scope&amp;quot; or &amp;quot;Variable Zoom&amp;quot;. The Low Power Scope is actually based on the actual sight built into the real G11 K2, and replaces the rail assembly. The scope of the Variable Zoom is a rail-mounted sniper scope instead.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the 1960s is anachronistic; the G11 was not fully developed until the late 1980s, and working prototypes were not created until the early 1970s. The particular G11 K2 variant depicted in game was made in 1989. A more appropriate choice of exotic rifle for the era would have been one of the Project SALVO (1951) prototypes, the bullpup SPIW (Special Purpose Individual Weapon) from Project NIBLICK (1960s) or one of the many Tula Arms Arsenal Soviet TKB prototypes from the 60s.&lt;br /&gt;
&lt;br /&gt;
Upgrading the G11K2 with the Pack-A-Punch machine in zombies mode turns it into a more powerful version called &amp;quot;G115 Generator&amp;quot;; it fires laser-like rounds, but has the normal ammunition capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|500px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
[[File:CODBO G11K2 (1).jpg|thumb|none|600px|Drawing the G11 shows its cocking animation, which is a full rotation of the charging knob.]]&lt;br /&gt;
[[File:CODBO G11K2 (2).jpg|thumb|none|600px|Holding the default railed G11.]]&lt;br /&gt;
[[File:CODBO G11K2 (3).jpg|thumb|none|600px|Aiming down through the Troy Battle Sights.]]&lt;br /&gt;
[[File:CODBO G11K2 (4).jpg|thumb|none|600px|The G11 with its Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (5).jpg|thumb|none|600px|The reticle of the Low Power Scope.]]&lt;br /&gt;
[[File:CODBO G11K2 (6).jpg|thumb|none|600px|Reloading the G11.]]&lt;br /&gt;
[[File:CODBO G11K2 (7).jpg|thumb|none|600px|Inserting a new magazine stick. The two extra mags are never used.]]&lt;br /&gt;
[[File:CODBO G11K2 (8).jpg|thumb|none|600px|Looking at the ''Aurora australis'' with a white, scoped G11 K2.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] is available in the game. It has a thirty-five round magazine with a medium rate of fire. The standard rear sight for the Galil is the flip-up tritium night sights instead of the flip peep-sights, raised dramatically to accommodate the camera's point of view. The carry handle is on the wrong side and the handguard is from the Galil AR, which does not have the underside cutout for the bipod, although it appears to still contain it. The ammo name for the Galil in the game files is 7.62x51mm, despite the in-game weapon clearly being the 5.56x45mm version.&lt;br /&gt;
&lt;br /&gt;
Its appearance is anachronistic, as the Galil series of rifles was not developed until the late 1960s, and did not enter service until 1972. A more adequate choice could have been a full auto [[AR-18]] (1962), a somewhat similar-looking rifle that fired the same 5.56 round. Another adequate choice could have been the [[Rk 62]] (also 1962), a Finnish rifle that inspired the Galil but fired the Russian 7.62x39mm round.&lt;br /&gt;
&lt;br /&gt;
Upgrading a Galil with the Pack-A-Punch machine in zombie mode will turn it into the &amp;quot;Lamentation&amp;quot;; fitted with a red dot sight (which has a blue lens and an unusual blue reticle) and a sci-fi camo pattern, it fires laser-like rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Galil.jpg|thumb|500px|none|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Galil (1).jpg|thumb|600px|none|Drawing the Galil. In an inversion of all the other weapons, the Galil is simply brought to hand when first equipped but the character uses the carry handle when re-equipping it from secondary weapons or gadgets.]]&lt;br /&gt;
[[File:CODBO Galil (2).jpg|thumb|600px|none|Holding a Galil ARM.]]&lt;br /&gt;
[[File:CODBO Galil (3)mwstore.jpg|thumb|600px|none|Aiming down the flip-up night sights, though the front sight is a little too high. Note also that one of the rear peep sights has been removed to clear the sight plane, despite that the night sight has also been lengthened enough that this wouldn't be a problem.]]&lt;br /&gt;
[[File:CODBO Galil (4).jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:CODBO Galil (5).jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:CODBO Galil (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:Shot0022222.jpg|thumb|600px|none|Upgraded Galil in Zombies mode. Note the added rail mount mounting the red dot sight.]]&lt;br /&gt;
[[File:Shot002783.jpg|thumb|600px|none|Looking through the red dot sight of the upgraded weapon. Note the unusual reticle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] can be purchased in zombie mode for 600 points in the maps Nacht der Untoten, Shi No Numa and Der Riese. It is now appropriately called M1 Carbine (unlike in ''World at War'', where it was referred to as the M1A1 folding stock variant).&lt;br /&gt;
&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|WW2 era M1 Carbine with spare magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:CODBOM1Carbine.jpg|thumb|none|600px|An M1 Carbine in &amp;quot;Nacht der Untoten.&amp;quot;]]&lt;br /&gt;
[[File:CODBOM1Carbine-1.jpg|thumb|none|600px|View down the aperture sights.]]&lt;br /&gt;
[[File:CODBOM1Carbine-2.jpg|thumb|none|600px|Reloading the M1 after seeing off some of the Third Reich's undead.]]&lt;br /&gt;
[[File:CODBOM1Carbine-3.jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] is available for 600 points in the Zombies maps Verrückt and Shi No Numa.&lt;br /&gt;
[[File:M1 Garand.jpg |thumb|none|500px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:CODBO M1 Garand (1).jpg|thumb|none|600px|Holding the Garand.]]&lt;br /&gt;
[[File:CODBO M1 Garand (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO M1 Garand (3).jpg|thumb|none|600px|Reloading the Garand mid-clip.]]&lt;br /&gt;
[[File:CODBO M1 Garand (4).jpg|thumb|none|600px|Inserting a new clip.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14 Rifle]] is one of the assault rifles (correctly, battle rifle) used in-game and also distinguished by its firepower. For some reason, it uses an eight-round magazine in zombie mode despite using a twenty-round one in single-player and multiplayer modes.&lt;br /&gt;
&lt;br /&gt;
Various attachments can be fitted: [[M203 grenade launcher]], flamethrower, Colt scope, red dot sight, reflex sight, [[Knight's Armament Masterkey]] shotgun, suppressor, foregrip, IR scope and extended magazine. It is the only weapon in its class that can use the Grip attachment; in turn, it is one of only two weapons that whose models are not modified in any way with the Extended Mags attachment equipped (the other being the M60), and the only mag-fed one of the two. An M14 is used as the eighth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Though the weapon is semi-automatic only, the in-game model bears a heavy resemblance to the M14E2/M14A1 LMG variation, including its pistol grip and a bipod (albeit one of the same Harris-like design used on the Mk 14 in ''[[Call of Duty: Modern Warfare 2]]'' rather than the E2's normal bipod), with the Grip attachment also taking the form of the E2's folding grip.&lt;br /&gt;
&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M14E2SAW.jpg|thumb|none|500px|M14E2 Light Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M14 (1).jpg|thumb|none|600px|Drawing the M14.]]&lt;br /&gt;
[[File:CODBO M14 (2).jpg|thumb|none|600px|Holding the M14. ]]&lt;br /&gt;
[[File:CODBO M14 (3).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M14 (4).jpg|thumb|none|600px|Reloading. Its reload animations are taken from ''[[Call of Duty: Modern Warfare 2]]'''s [[Call of Duty: Modern Warfare 2#Mk. 14 Mod 1 EBR|Mk 14 EBR]].]]&lt;br /&gt;
[[File:CODBO M14 (5).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:CODBO M14 (6).jpg|thumb|none|600px|The M14 with a foregrip.]]&lt;br /&gt;
[[File:CODBO M14 (7).jpg|thumb|none|600px|The M14 with the M203 grenade launcher, which gives it big M16-styled heat shields.]]&lt;br /&gt;
[[File:Shot0083.jpg|thumb|none|600px|M14 with Colt scope and Ice camo in idle. Note the cut-off front sight.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG==&lt;br /&gt;
&lt;br /&gt;
The [[Steyr AUG]] is available in the game. The AUG A1 with its Swarovski scope is found in the singleplayer and Zombie mode, while the railed AUG A2 is used in multiplayer, with the anachronistic rail mounted Troy Battle Sights by default. Attaching the &amp;quot;ACOG Scope&amp;quot; to the multiplayer AUG A2 turns it back into the AUG A1 with its Swarovski scope. In singleplayer, the AUG A1 only used in levels set in the Ural Mountains. It is painted with an arctic camo, and is equipped with a suppressor in some of the scenes.&lt;br /&gt;
&lt;br /&gt;
Its appearance in the game is anachronistic, as the level takes place in 1968 but the prototype for the AUG was not patented until 1974 and was not introduced into Austrian military service until 1977, entering wide service in 1978. The A2 variant depicted in multiplayer was not developed until 1997. A more period-accurate choice could have been the [[H&amp;amp;K G3]] (1958) or [[HK33]] (1968). An AUG appears as the eleventh weapon tier in Gun Game.&lt;br /&gt;
 &lt;br /&gt;
A weird visual glitch exists on the AUG when it is equipped with any of the sights; the scope mount will actually slide backwards along the weapon to meet the user's eye when the weapon is aimed.&lt;br /&gt;
&lt;br /&gt;
If upgraded with the Pack-A-Punch machine in zombie mode, it will turn into the &amp;quot;AUG-50M3&amp;quot; (leet speak for AUGSOME, a play on the word awesome), firing laser-like rounds and attached with a [[Knight's Armament Masterkey]], but both weapons keep their normal ammunition counts. Reloading the AUG-50M3's Masterkey counts each reloaded shell twice, allowing the player to reload all six rounds with just three shells.&lt;br /&gt;
&lt;br /&gt;
The AUG lacked its foregrip in the beta, but has it in the final game.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1- 5.56x45mm]]&lt;br /&gt;
[[File:SteyrAUGSR.jpg|thumb|none|500px|Steyr AUG Special Receiver - 5.56x45mm. NATO AUG A2 models are the Austrian military firearm, the imported weapon into the U.S. was named the AUG Special Receiver.]]&lt;br /&gt;
[[File:CODBO AUG (1).jpg|thumb|none|600px|The default multiplayer AUG A2, with its Picatinny rails.]]&lt;br /&gt;
[[File:CODBO AUG (2).jpg|thumb|none|600px|Aiming down the rail mounted iron sights.]]&lt;br /&gt;
[[File:CODBO AUG (3).jpg|thumb|none|600px|The multiplayer AUG fitted with the &amp;quot;ACOG Scope&amp;quot;, which turns it into an AUG A1 with a Swarovski scope.]]&lt;br /&gt;
[[File:CODBO AUG (4).jpg|thumb|none|600px|Aiming down the scope.]]&lt;br /&gt;
[[File:CODBO AUG (5).jpg|thumb|none|600px|Reloading the surprisingly detailed, but empty magazine.]]&lt;br /&gt;
[[File:CODBO AUG (6).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:CODBO AUG (7).jpg|thumb|none|600px|The AUG as seen with a higher-than-normal FoV in &amp;quot;WMD,&amp;quot; when the game shifts player control between the SR-71 Blackbird navigator and Hudson.]]&lt;br /&gt;
[[File:Skydivingcodbo.jpg|thumb|none|600px|Our skydiving protagonist takes &amp;quot;two is one and one is none&amp;quot; to a new level when he carries an AUG to complement his primary weapon: another AUG. You know, in case one explodes or something.]]&lt;br /&gt;
[[File:59.jpg|thumb|none|600px|Beta Steyr AUG without foregrip in hands of Agent Weaver. Note how he's holding it by the barrel; a bad idea in real life...]]&lt;br /&gt;
[[File:COD BO AUG 3rd person.jpg|thumb|none|600px|Agent Weaver with a Steyr AUG in the final version of the game. Note the foregrip, the presence of which Weaver seems to still be ignoring.]]&lt;br /&gt;
&lt;br /&gt;
== Stoner 63A ==&lt;br /&gt;
&lt;br /&gt;
The [[Stoner 63A]] in its assault rifle configuration appears in the game, classified as a light machine gun. In singleplayer, it is found in the final level &amp;quot;Redemption&amp;quot;, where it is always found with an Extended Mag. In multiplayer, it is unlocked as the last light machine gun. The extended mags attachment gives the weapon just a longer standard magazine that increases the ammo count from 30 to 60 rounds, while in reality belt-fed LMG configuration of the Stoner could also be equipped with a 100 round ammo box or a 150 round drum magazine for special operations.&lt;br /&gt;
&lt;br /&gt;
[[File:Stoner63ARifle Config1.jpg|thumb|none|500px|Stoner 63A - 5.56x45mm]]&lt;br /&gt;
[[File:CODBO Stoner63 (1).jpg|thumb|none|600px|Holding the Stoner 63.]]&lt;br /&gt;
[[File:CODBO Stoner63 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO Stoner63 (3).jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[File:CODBO Stoner63 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO-Stoner63-FPV.jpg|thumb|none|600px|Stoner 63 in the final level of the game &amp;quot;Redemption&amp;quot;, which is equipped with an anachronistic Aimpoint Electronic &amp;quot;Reflex Sight&amp;quot;, mounted on a piece of rail that replaces the original rear sight.]]&lt;br /&gt;
&lt;br /&gt;
== Sturmgewehr 44 ==&lt;br /&gt;
The [[Sturmgewehr 44]] is used by the Germans in the World War II mission &amp;quot;Project Nova&amp;quot; and can be used by the player. It can also be purchased for 1200 points in the zombie maps Verrückt, Shi No Numa, and Der Riese.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:CODBO STG-44 (2).jpg|thumb|none|600px|Holding an StG-44 that was left out in the cold for too long given how thin it is.]]&lt;br /&gt;
[[File:CODBO STG-44 (3).jpg|thumb|none|600px|Aiming the Sturmgewehr.]]&lt;br /&gt;
[[File:CODBO STG-44 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO StG-44 (1).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
&lt;br /&gt;
== Beretta Model 682 ==&lt;br /&gt;
&lt;br /&gt;
One of the shotguns available in the game. While named after the Rottweil Olympia Over/Under 72 shotgun, the &amp;quot;Olympia&amp;quot; is in fact modeled on a [[Beretta 682]]. Either way, it is anachronistic; not only was the Rottweil Olympia introduced in 1972, but the Beretta 682 was not invented until 1985. A more historically accurate choice would have been a [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Browning O/U]] (1931) or a [[TOZ-34]] (1964).&lt;br /&gt;
&lt;br /&gt;
[[File:BM682.jpg|thumb|none|450px|Beretta Model 682 Gold E - 12 gauge]]&lt;br /&gt;
[[File:Olympia72.jpg|thumb|none|450px|Rottweil Skeet Olympia 72 - 12 gauge, for comparison]]&lt;br /&gt;
[[File:CODBO Olympia (1).jpg|thumb|none|600px|&amp;lt;s&amp;gt;Double Rainbow!&amp;lt;/s&amp;gt; Drawing the &amp;quot;Olympia&amp;quot;.]]&lt;br /&gt;
[[File:CODBO Olympia (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (3).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:CODBO Olympia (4).jpg|thumb|none|600px|Popping out the fired shells.]]&lt;br /&gt;
[[File:CODBO Olympia (5).jpg|thumb|none|600px|Inserting new shells. If one shell is fired, only that shell will be ejected and reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Double-barreled shotgun==&lt;br /&gt;
A full-length [[12 Gauge Double Barreled Shotgun|Double-barreled shotgun]] can be purchased in zombie mode maps &amp;quot;Nacht der Untoten&amp;quot;, &amp;quot;Verrückt&amp;quot;, and &amp;quot;Der Riese&amp;quot; for 1200 points. A sawed-off version can be purchased in &amp;quot;Nacht der Untoten&amp;quot; and &amp;quot;Verrückt&amp;quot;, also for 1200 points. Their models appear to be reused from ''[[Call of Duty: World at War]]'', and they still have the issue of showing spent cartridges being ejected when firing. This time at least, they are proper shotgun shells, but for some reason two are ejected with each shot.&lt;br /&gt;
&lt;br /&gt;
In the opening cutscene of the zombie-movie themed zombie map &amp;quot;Call of the Dead&amp;quot;, [[Michael Rooker]] (voiced by himself) is seen using a pair of sawn-off Double-Barreled Shotguns while acting for a zombie film, later using them to kill real zombies when they appear and abduct film director George Romero. These are not found on the actual map, however. During the cutscene, he also fires three shots from one of the shotguns without reloading.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[File:CODBOSxS.jpg|thumb|none|600px|The Double Barrel shotgun in &amp;quot;Nacht der Untoten&amp;quot;. Note the barrels floating above the player's supporting hand; this appears to be due to it re-using the animations (but not the model) of the side-by-side from ''World at War'' fitted with its &amp;quot;Grip&amp;quot; attachment (a larger forend).]]&lt;br /&gt;
[[File:CODBOSxS-1.jpg|thumb|none|600px|Bead sight view.]]&lt;br /&gt;
[[File:CODBOSxS-2.jpg|thumb|none|600px|Cracking open the barrels. Remember, shop smart, shop S-Mart.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (1).jpg|thumb|none|600px|Dumping out the shotgun shells. Oddly, the Double-Barreled Shotgun always uses a different spent shell model from the &amp;quot;Spicy 3-Inch&amp;quot; shells that most of the other shotguns use.]]&lt;br /&gt;
[[File:CODBO Doublebarrel (2).jpg|thumb|none|600px|Inserting new shells.]]&lt;br /&gt;
[[File:FuryRoadSarasqueta.jpg|thumb|none|500px|Screen-used sawed-off Victor Sarasqueta shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]]&lt;br /&gt;
[[File:DBShotgun-BO.jpg|thumb|none|600px|Michael Rooker aiming one of his sawed-off double barreled shotguns at a zombie.]]&lt;br /&gt;
[[File:CODBO Sawnoff (1).jpg|thumb|none|600px|Doctor Edward Richtofen holds a sawn-off Double-barreled shotgun on &amp;quot;Verrückt&amp;quot;; note how this version has the larger forend, and is thus held correctly.]]&lt;br /&gt;
[[File:CODBO Sawnoff (2).jpg|thumb|none|600px|&amp;quot;Aiming.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Sawnoff (3).jpg|thumb|none|600px|Reloading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
&lt;br /&gt;
The [[Franchi SPAS-12]] is featured in ''Black Ops''. In contrast to MW2's SPAS, the one featured in ''Black Ops'' is semi-auto and has its stock folded. Despite being locked in semi-auto, the pump is racked when the SPAS-12 is picked up and when reloading, even though the pump is locked forward when the SPAS-12 operates in semi-auto, requiring the use of the charging handle to chamber a new shell.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is found in &amp;quot;The Defector&amp;quot; and &amp;quot;Numbers&amp;quot; missions set in 1968, used by the NVA and Spetsnaz respectively. The SPAS-12's appearance is anachronistic because it first entered production in 1979. A more period-accurate semi-auto Franchi shotgun could have been the AL-48 model (1948), but a more correct choice of semi-automatic shotgun for the Vietnam War could have been the [[Remington Model 1100]] (1963), or its combat select-fire version Model 7188 (1967) specifically created for use in that war. The Soviet forces haven't officially adopted shotguns by that point, but a suitable choice of origin would be the [[MTs 21-12|MTs 21]] (1956) or the [[Baikal Semi Auto Shotgun Series|IZh-20]] (1964), the latter being a clone of the Model 1100.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it can be equipped with a sound suppressor. A SPAS-12 is used as the third weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;The Defector,&amp;quot; Woods kills a SPAS-12 wielding NVA and gives it to Mason at the start of the level, telling Mason to use his incendiary &amp;quot;Dragon's Breath&amp;quot; rounds on the SPAS-12. Realistically, the Dragon's Breath rounds wouldn't be powerful enough to cycle the action in semi-automatic shotguns.&lt;br /&gt;
&lt;br /&gt;
Upgrading the SPAS-12 with the Pack-A-Punch machine in Zombies mode turns it into a more powerful version called &amp;quot;SPAZ-24&amp;quot;; it fires laser-like rounds, holds 24 shells instead of 8, and reloads the entire magazine by loading one shell, which only takes a second.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|500px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:CODBO SPAS-12 (1).jpg|thumb|none|600px|Drawing the SPAS-12.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (2).jpg|thumb|none|600px|Holding the shotgun.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (3).jpg|thumb|none|600px|Aiming down sights. The middle of the butt-pad on the folding stock is hollowed out, leaving only two rectangular sheets on the ends the stock, similar to ''[[F.E.A.R.]]'', allowing the user to use its iron sights which are normally unusable whilst the stock is folded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (4).jpg|thumb|none|600px|Reloading the shotgun. As is incredibly common in media, the carrier latch button on the SPAS-12 is not depressed when reloading when it needs to be held down to unlock the carrier and allow for the tube to be loaded.]]&lt;br /&gt;
[[File:CODBO SPAS-12 (6).jpg|thumb|none|600px|Obligatory pump. The pump is locked forward in semi-auto mode, the charging handle is used to chamber a new shell in this mode.]]&lt;br /&gt;
&lt;br /&gt;
== High Standard Model 10 ==&lt;br /&gt;
The semi-automatic [[High Standard Model 10B]] is found in the game under the name &amp;quot;HS-10&amp;quot;. It is the last shotgun unlocked in multiplayer (being the &amp;quot;Classified&amp;quot; weapon of the class, it requires purchasing the other three).  It holds 4 shells in multiplayer and 6 shells in zombie mode.&lt;br /&gt;
&lt;br /&gt;
Its only &amp;quot;attachment&amp;quot; is Dual Wielding. While the Model 10 can be easily fired single-handedly, firing one with the left arm would be a very bad idea; due to the ejection port's location, firing the weapon left-handed will result in hot plastic flying in the user's face, and the Model 10 even features a warning label that reads, &amp;quot;Caution: Do not fire from left shoulder&amp;quot; to specifically stop people from doing it. It is unclear why the multiplayer version doesn't have an &amp;quot;extended mags&amp;quot; attachment, since the capacity of the real Model 10 magazine tube can be extended from 4 to 6 shells - and, in fact, the in-game model features the extended 6-shell tube.&lt;br /&gt;
&lt;br /&gt;
The upgraded Model 10 in Zombie mode is called ''Typhoid &amp;amp; Mary''.&lt;br /&gt;
&lt;br /&gt;
[[File:High standard 10 SHG.jpg|thumb|500px|none|High Standard Model 10B - 12 gauge]]&lt;br /&gt;
[[File:CODBO HS-10 (1).jpg|thumb|none|600px|Drawing the shotgun with a rack of the bolt handle.]]&lt;br /&gt;
[[File:CODBO HS-10 (2).jpg|thumb|none|600px|Holding the HS-10,]]&lt;br /&gt;
[[File:CODBO HS-10 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO HS-10 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODBO HS-10 (5).jpg|thumb|none|600px|Charging the shotgun.]]&lt;br /&gt;
[[File:CODBO HS-10 (6).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 &amp;quot;Stakeout&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
An [[Ithaca 37|Ithaca 37 &amp;quot;Stakeout&amp;quot;]] with a heat shield and unusable shell holder wrapped around the receiver is available in the game. While the Ithaca 37 was first introduced in 1937, the Stakeout is anachronistic as it was not produced until 1981. A more accurate weapon would be the Ithaca 37 &amp;quot;Trench Gun&amp;quot; S-prefix variant (1962), as it was around during the time period and was actually used by special forces during the Vietnam War. The Ithaca is used as the fourth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:Stakeout-1-.jpg|thumb|none|450px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (1).jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (2).jpg|thumb|none|600px|ADS.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (3).jpg|thumb|none|600px|Pump-action.]]&lt;br /&gt;
[[File:CODBO Ithaca 37 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== KS-23 ==&lt;br /&gt;
&lt;br /&gt;
The Soviet [[KS-23]] shotgun/carbine is only found in the game's single-player mode. It holds more rounds (seven) than it actually does in reality (three in the tube mag, one in the chamber); for some reason, it also seems to eject two shells at once every time the player pumps it after firing.&lt;br /&gt;
&lt;br /&gt;
It first appears during the mission &amp;quot;Operation 40&amp;quot;, set on Cuba in 1961, further KS-23 used by the Soviet forces since &amp;quot;Vorkuta&amp;quot; in 1963, and later it used by Viet Cong in &amp;quot;Crash Site&amp;quot; mission set in 1968. All of these appearances are anachronistic and inappropriate. The KS-23 wasn't designed until the 1970s, and first guns weren't produced until the 1981. The shotgun also was only used in the Soviet Union and former USSR territories, meaning that Cuban and Vietnamese usage were unlikely.&lt;br /&gt;
&lt;br /&gt;
More appropriate pump-action shotguns for the Cubans and Vietnamese would be popular and common models, such as the [[Remington Model 870]] (1950). The Soviet military had no interest in shotguns until the 80s, but a period-appropriate Soviet pump-action shotgun would've been the [[Baikal Pump Action Shotgun Series|IZh-21]] (1964), clone of the above Remington 870.&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|500px|KS-23 with a fixed wooden stock - 23mm]]&lt;br /&gt;
[[File:CODBO KS-23 (1).jpg|thumb|none|600px|A pile of KS-23s lie on the ground.]]&lt;br /&gt;
[[File:CODBO KS-23 (2).jpg|thumb|none|600px|Mason pumps his KS-23 when he first picks it up.]]&lt;br /&gt;
[[File:CODBO KS-23 (4).jpg|thumb|none|600px|Mason holds his KS-23. It has a serial number &amp;quot;FS259&amp;quot;.]]&lt;br /&gt;
[[File:CODBO KS-23 (3).jpg|thumb|none|600px|KS-23 iron sights.]]&lt;br /&gt;
[[File:CODBO KS-23 (5).jpg|thumb|none|600px|Mason pumps the shotgun, ejecting a dirty 23mm shell.]]&lt;br /&gt;
[[File:CODBO KS-23 (7).jpg|thumb|none|600px|Mason reloads his KS-23.]]&lt;br /&gt;
&lt;br /&gt;
=== KS-23 with Harpoon ===&lt;br /&gt;
A KS-23 with a harpoon and cable is used by Mason to shoot down a Soviet helicopter (or &amp;quot;skewer the wing-ed beast,&amp;quot; as the plan describes it) during &amp;quot;Vorkuta&amp;quot;. It is worth noting that launching a harpoon with the KS-23 required a special muzzle attachment known as the OTs-06 «Koshka» (&amp;quot;The Cat&amp;quot;), which was introduced in 1993. In-game, Mason launches the harpoon without the attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Cowaduty.jpg|thumb|none|500px|KS-23M with a synthetic stock and a OTs-06 «Koshka» harpoon attachment.]]&lt;br /&gt;
[[File:CODBO KS-23 (8).jpg|thumb|none|600px|Mason finds the KS-23 harpoon gun and its past owner.]]&lt;br /&gt;
[[File:CODBO KS-23 (9).jpg|thumb|none|600px|With no time to waste, Mason picks up the harpoon gun, which is wrapped with ropes.]]&lt;br /&gt;
[[File:CODBO KS-23 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the harpoon gun.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-Off Winchester Model 1887 ==&lt;br /&gt;
&lt;br /&gt;
Near the end of the singlepalyer level &amp;quot;Vorkuta&amp;quot;, Mason wields a [[Winchester Model 1887]] (that he seemingly acquired out of thin air) with one hand while escaping the Vorkuta gulag on a motorcycle. The model appears to the same one from ''[[Modern Warfare 2#Winchester Model 1887|Modern Warfare 2]]'', which was based on the 1887 used in ''[[Terminator 2: Judgment Day]]''. How such an old and unusual shotgun made its way into a Siberian prison camp is unexplained, made worse by the fact that it had been out of production for 40 years (and no common commercial reproductions would be made until the 1980s). While M1887s can still be found in the Russia, it surely would be an ordinary full-size shotgun, not a T2-style sawed-off. &lt;br /&gt;
&lt;br /&gt;
The 1887 has essentially infinite ammo during the setpiece (Mason is never seen loading any ammo into the weapon), and is erroneously shown being only spin-cocked once after every two shots. The weapon is most likely coded with a 2-round magazine in the game code (and infinite backup ammo), with the spin-cock animation apparently serving as the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File:Win1887shotgunT2.jpg|thumb|none|450px|The sawed-off Winchester 1887 with large-lever loop used by [[Arnold Schwarzenegger]] as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Shot0060.jpg|600px|thumb|none|This scene looks a lot like [[Terminator 2]]...]]&lt;br /&gt;
&lt;br /&gt;
[[File:Shot0065.jpg|600px|thumb|none|Mason spin-cocks the 1887 in an outlandish way, apparently attempting to get the most spectacular lever bite in history.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;==&lt;br /&gt;
The [[Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] is available in zombie mode in the maps Nacht der Untoten, Verrückt, Shi No Numa and Der Diese for 1500 points.&lt;br /&gt;
[[File:1897.jpg|thumb|none|500px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Screenshot-Original (10).jpg|thumb|none|600px|Winchester 1897 in Zombies.]]&lt;br /&gt;
[[File:Screenshot-Original (11).jpg|thumb|none|600px|ADS of the M1897.]]&lt;br /&gt;
[[File:Screenshot-Original (12).jpg|thumb|none|600px|Tank Dempsey gets his thumb stuck in the loading gate....]]&lt;br /&gt;
[[File:Screenshot-Original (13).jpg|thumb|none|600px|....and of course, has to always rack the pump after loading in any amount of 12 gauge shells.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== Browning Automatic Rifle M1918A2 ==&lt;br /&gt;
The [[Browning Automatic Rifle|Browning Automatic Rifle M1918A2]] can be purchased for 1800 points in the zombie maps Nacht der Untoten, Verrückt and Shi No Numa.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|500px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:CODBOBAR.jpg|thumb|none|600px|Three Nazi zombies walk into a BAR....]]&lt;br /&gt;
[[File:CODBOBAR-1.jpg|thumb|none|600px|BAR iron sights.]]&lt;br /&gt;
[[File:Screenshot-Original (16).jpg|thumb|none|600px|Reloading the BAR. Not an easy weapon to hold upwards with one hand.]]&lt;br /&gt;
[[File:CODBOBAR-3.jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
&lt;br /&gt;
A handheld [[GE M134 Minigun|M134 Minigun]] (the GAU-2B/A, according to a data plate on the weapon's model) is available the game under the name &amp;quot;Death Machine&amp;quot;. In the campaign, it is found in the level &amp;quot;Vorkuta&amp;quot;. In multiplayer, it appears as a killstreak reward. It is also available in Zombie mode as a power-up, with unlimited ammo but disappearing after 30 seconds.&lt;br /&gt;
&lt;br /&gt;
This weapon is a modified version of the now-standard ''[[Terminator 2: Judgement Day|Terminator 2]]''-style Minigun with some slight alterations. First the chainsaw grip and weapon are canted counter-clockwise (from the user's perspective). Because of this modification, the entire frame and grip assembly is only attached to the gun at the rear. This makes the recoil adapter assemblies (the Mickey Mouse &amp;quot;ear&amp;quot;-shaped mounting hard points) completely extraneous. The right-hand side recoil adapter assembly appears to have the weapon serial number placard attached to it, when in reality this would be affixed to the gun body housing and not visible from the first person perspective. Additionally the barrel cluster incorrectly spins clockwise from the player's perspective and features a custom three-disc barrel clamp (that appears to be loosely based on very early GE two-disc assemblies: see the photograph of the &amp;quot;Mounted M134&amp;quot; further down this page for reference) rather than the traditional four-disc clamp.&lt;br /&gt;
&lt;br /&gt;
Brass and links eject from the 12 o'clock position sending a stream of shells up and to the left. In reality the links would be ejected from the feeder/delinker where the chute is attached on the right side of the weapon and the brass would eject from the bottom. Likely this was altered for a more cinematic effect while using the gun. Finally the firing mechanism is a thumb switch on top of the rear grip rather than a traditional trigger.&lt;br /&gt;
&lt;br /&gt;
The gun itself is fed from a 999-round (499-round in multiplayer) belt loaded into a chute from the first person perspective. In the third person the weapon has no visible ammo or power source though the motor is labeled &amp;quot;Sparky&amp;quot; in the world model. Despite the rotational speed of the barrel cluster (it spins so fast that it appears to be slowly rotating the opposite direction) the weapon only fires 1200 rounds per minute. There is a slight spin up and spin down of the barrels before and after firing. Though it is only a fraction of a second and doesn't significantly impede gameplay, it is technically incorrect as the M134's action is cycled by barrel rotation and would start firing as soon as the cluster rotated and would continue to fire until the cluster stopped. Modern Miniguns feature an electric clutch that engages and disengages the feeder/delinker from the gun, but that accessory is not present on the in-game model and even if it was, would be anachronistic.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that the Sentry gun and the Huey door gun Miniguns both use the handheld &amp;quot;Death Machine&amp;quot; model including custom hand grips and barrel clamps. The door gun version features an ammo can to the left of the gun with a chute that appears to feed into the left recoil adapter mounting assembly, which is incorrect since the feeder/delinker is installed on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''[[Predator]]''; the real T2 minigun did not have this - (fake) 7.62x51mm]]&lt;br /&gt;
[[File:Shot0054.jpg|thumb|none|600px|An M134 Minigun that somehow appeared in Soviet prison in modern day Siberia. Note the offset chainsaw grip and Y-frame tilted in relation to the recoil adapter assemblies and the top of the weapon. The drive motor was positioned in relation to the Y-frame but since the gun is sitting askew, it should on the underside.]]&lt;br /&gt;
[[File:Shot0058.jpg|thumb|none|600px|Mason &amp;quot;raising hell&amp;quot; with the hand-held M134. The events of &amp;quot;Vorkuta&amp;quot; are actually based on a real uprising at the Vorkuta Gulag. The Vorkuta Gulag or Vorkutlag was a real forced labor camp built around coal mining, where quite a few Americans accused of being spies ended up during the Cold War. The real Vorkuta uprising was a series of strikes by inmates that was violently suppressed by the camp authorities after two weeks that occurred in July-August 1953. The level in the game is set a decade later, and one year after the Vorkuta Gulag was shut down, and involves much more action-movie tropes than the real events.]]&lt;br /&gt;
[[File:CODBODeathMachineTropasWield.jpg|thumb|none|400px|A member of the Cuban Revolutionary Armed Forces (called &amp;quot;Tropas&amp;quot; -the Spanish word for &amp;quot;Troops&amp;quot;- in game) fires the M134. How the communist nation of Cuba got their hands on an American made minigun can only be explained as &amp;quot;Treyarch logic&amp;quot;.]]&lt;br /&gt;
[[File:CODBOM134HueyGunner.jpg|thumb|none|600px|A chopper gunner on a UH-1 Huey with the GE M134.]]&lt;br /&gt;
[[File:CODBOM134SnetryGun.jpg|thumb|none|400px|The sentry gun with the GE M134. Note the fictional security camera setup presumably used as the &amp;quot;eyes&amp;quot; of the autonomous targeting AI.]]&lt;br /&gt;
[[File:CODBO M134BerlinWall.jpg|thumb|none|600px|A trio of Miniguns on a Beobachtungsturm-11 on the GDR side in the &amp;quot;Berlin Wall&amp;quot; multiplayer level. Again, precisely how communists got their hands on US miniguns is a question beyond the wit of man.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK21 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears, fitted with a magazine feed adapter. By default, it is loaded with a 20-round [[Heckler &amp;amp; Koch G3|G3]] magazine holding 30 rounds in-game. The extended drum magazine holds 80 rounds in singleplayer, and 60 rounds in multiplayer; other attachments include various optics.&lt;br /&gt;
&lt;br /&gt;
Note that the model is a hybrid, as it has the hooked buttstock, carrying handle, and bipod of the HK21E variant. While the original HK21 is not anachronistic to Black Ops (having been developed in 1961), the HK21E was not developed until the 1980s.&lt;br /&gt;
&lt;br /&gt;
In Zombies mode, the HK21 has a 125-round capacity, despite still being shown with the base box magazine; when upgraded with the Pack-A-Punch machine, it turns into a more powerful version called &amp;quot;H115 Oscillator&amp;quot;, firing laser-like rounds and with a capacity of 150 rounds. An HK21 appears as the twelfth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:HK21 Magazine Feed.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21 with rear mounted bipod and magazine feed]]&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO HK21 (1).jpg|thumb|none|600px|HK21 in idle.]]&lt;br /&gt;
[[File:CODBO HK21 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO HK21 (3).jpg|thumb|none|600px|Throwing away the short G3 magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (4).jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:CODBO HK21 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO HK21 (6).jpg|thumb|none|600px|Reloading the very-low detail drum magazine.]]&lt;br /&gt;
[[File:BlackOps-HK21-1.jpg|thumb|none|600px|Hudson examining a drum-magged HK21 in Clarke's weapon's cache.]]&lt;br /&gt;
&lt;br /&gt;
== M60E3 ==&lt;br /&gt;
The [[M60E3]] general purpose machine gun is available in the game, labelled as the &amp;quot;M60&amp;quot;. The M60E3 is anachronistic for the 1960s setting as it was not introduced until 1986; only the original [[M60]] was available at the time (the classic version can be seen in archival footage of the Vietnam War during some loading screens).&lt;br /&gt;
&lt;br /&gt;
In-game, the M60E3's forward pistol grip has been removed, and by default uses anachronistic rail mounted Troy Battle Sights instead its own original sights, like some other weapons available in ''Black Ops''. It is also fitted with an airsoft Matrix Aluminum Duckbill Flash Hider.&lt;br /&gt;
&lt;br /&gt;
Both mounted and portable versions of the M60 can be found in-game. In singleplayer, the portable M60 is only available in &amp;quot;S.O.G.&amp;quot; as one of the starting weapons, and can also be found in the level. Mounted M60s appear in &amp;quot;Operation 40&amp;quot;, &amp;quot;S.O.G.&amp;quot;, &amp;quot;The Defector&amp;quot;, and &amp;quot;Rebirth&amp;quot;, where it is nonsensically mounted on Mi-8 helicopters. The first M60 in the game, mounted on the plane at the end of Operation 40, has unlimited ammo and fires explosive rounds. An M60E3 appears as the thirteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E3Short.jpg|thumb|none|500px|M60E3 with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 (1).jpg|thumb|none|600px|Holding the M60E3. Note the backwards mounted rear sight.]]&lt;br /&gt;
[[File:CODBO M60E3 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:CODBO M60E3 (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:CODBO M60E3 (4).jpg|thumb|none|600px|Flipping open the feed tray cover.]]&lt;br /&gt;
[[File:CODBO M60E3 (5).jpg|thumb|none|600px|Replacing the belt box.]]&lt;br /&gt;
[[File:CODBO M60E3 (6).jpg|thumb|none|600px|Manning an emplaced M60E3 in &amp;quot;S.O.G.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;RPK&amp;quot;==&lt;br /&gt;
The &amp;quot;RPK&amp;quot; is a hybrid of various weapons, including the [[RPK-74M]], the [[Saiga rifle series]] and the [[Zastava M72]] (all three being anachronistic, although an original RPK would be appropriate for the game's time period). The receiver is based on a Saiga rifle with a folding stock, as evidenced by the &amp;quot;SAIGA CAL 7.62x39&amp;quot; markings above the magazine, as well as the hardware for an AK/Saiga's folding stock (latch at the front of the receiver, button at the rear). Despite this, it is shown with an RPK's reinforced trunnion, which is not the case for the 7.62x39mm Saiga (while the Saiga 308 only has the reinforcement on the right side of the receiver). It has an RPK-74M's ribbed handguard and synthetic stock, although the handguard is depicted as wooden. By default, it feeds from an RPK-74's 45-round bakelite magazine (which holds 40 rounds in-game, like an original RPK), and can optionally use a 7.62x39mm RPK's drum magazine (holding correctly 75 rounds in singleplayer, but incorrectly 80 in multiplayer).&lt;br /&gt;
&lt;br /&gt;
The weapon features an anachronistic Tech Sight AK rear aperture sight, which is removed and replaced with the standard AK top cover when an optic is attached. The base of the barrel is oddly modeled after a Zastava M72, and the weapon is equipped with a carrying handle from the Romanian PM md. 64 (anachronistic to the first campaign level &amp;quot;Operation 40&amp;quot; set in 1961). When equipped with the &amp;quot;ACOG Scope&amp;quot; attachment, the weapon obtains a PK-AV scope. In a notable gaffe, the weapon visibly ejects disintegrating belt links along with its spent casings, despite not being belt-fed.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpk74m.jpg|thumb|none|500px|RPK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:Saiga 7.62x39.jpg|thumb|none|500px|Saiga - 7.62x39mm]]&lt;br /&gt;
[[File:ZastavaM72.jpg|thumb|none|500px|Zastava M72 - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPK-74 (1).jpg|thumb|none|600px|Idle. Note the ribbed handguard.]]&lt;br /&gt;
[[File:CODBO RPK-74 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODBO RPK-74 (3).jpg|thumb|none|600px|The player character tosses up the new magazine in his left hand...]]&lt;br /&gt;
[[File:CODBO RPK-74 (4).jpg|thumb|none|600px|...and rocks the new mag into the weapon.]]&lt;br /&gt;
[[File:CODBO RPK-74 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CODBO RPK-74 (6).jpg|thumb|none|600px|Reloading the &amp;quot;RPK&amp;quot; with a drum magazine.]]&lt;br /&gt;
[[File:BORPK.jpg|thumb|none|600px|An RPK with an &amp;quot;ACOG Scope&amp;quot; (actually a PK-AV scope).]]&lt;br /&gt;
[[File:BORPK2.jpg|thumb|none|600px|An RPK with &amp;quot;Dual Mags&amp;quot;.]]&lt;br /&gt;
[[File:Borpk.jpg|thumb|none|600px|The third-person model of the hybrid RPK.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles =&lt;br /&gt;
&lt;br /&gt;
== Accuracy International Arctic Warfare Magnum ==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is available in the game. The fluted barrel indicates that this is the Magnum variant of the AW. It is highly anachronistic, since the AWM entered British Military service in 1998, and the entire Arctic Warfare family of rifles wasn't developed until 1982. A less anachronistic British sniper rifle would be the L42A1 (1970), based on the long-running [[Lee-Enfield]] series of bolt-action rifles. Other, more period-accurate sniper rifle choices would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]]. An AWM appears as the fourteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
In-game, the AWM is called the L96A1, which is the incorrect designation for the weapon. The L96A1 is the British designation for the Accuracy International Precision Marksman. The British designation for the variant used in the game is L115A2, which has a folding stock.&lt;br /&gt;
&lt;br /&gt;
Incidentally, when upgraded with the Pack-A-Punch machine in Zombies mode, the weapon becomes the &amp;quot;L115 Isolator&amp;quot;, firing laser-like rounds from an 8-round magazine. Amusingly, while this name is most likely meant as a reference to Element 115 (which holds a great deal of importance to the Zombies storyline), it is actually more correct than the default name.&lt;br /&gt;
&lt;br /&gt;
[[File:Accuracy International Arctic WarfareM - Psg 90.jpg|thumb|none|500px|Accuracy International AWM (Arctic Warfare Magnum) - .338 Lapua Magnum]]&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|500px|A real L96A1 for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO AWM (1).jpg|thumb|none|600px|Drawing the AWM.]]&lt;br /&gt;
[[File:CODBO AWM (2).jpg|thumb|none|600px|The AWM in-game. Note the odd tint to the scope's lens.]]&lt;br /&gt;
[[File:CODBO AWM (3).jpg|thumb|none|600px|The scope overlay of the weapon.]]&lt;br /&gt;
[[File:CODBO AWM (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:CODBO AWM (5).jpg|thumb|none|600px|Reloading the weapon.]]&lt;br /&gt;
[[File:BLACKOPS-AW-3.jpg|thumb|none|600px|The player character holds his Arctic Warfare Magnum with Siberia camo while performing a forward jump. Note the fluted barrel. The rifle has &amp;quot;ACCURATELY NATIONAL EAGLELAND&amp;quot; written on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch PSG-1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG-1]] is a selectable weapon when playing as Agent Jason Hudson in the slums of Kowloon. In multiplayer, it is unlocked after every other sniper rifle is purchased. Its appearance in the game is anachronistic as the [[PSG-1]] was not developed until the 1970s. In addition it seems to be, for some reason, modeled with the standard G3 tropical handguard, attached bipod, and a shorter barrel. This suggests it was partially modeled after the [[Heckler &amp;amp; Koch SR9]] rifle, which is the civilian version of the PSG-1, though the SR-9 was not designed until 1990.&lt;br /&gt;
&lt;br /&gt;
A more accurate (and somewhat similar looking) choice for the time frame of the game would have been the French [[MAS FR F1]] precision rifle introduced in 1966, although the F1 is a bolt-action rifle. An accurized, scoped variant of the G3 (1959) such as the G3A3 ZF1 could pass as a semi-automatic choice as the PSG-1 is based on the G3's design.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KPSG01.jpg |thumb|none|500px|Heckler &amp;amp; Koch PSG-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO PSG-1 (1).jpg|thumb|none|600px|The equip animation has the soldier disengage the safety, similar to the HK91 from ''Call of Duty 4''.]]&lt;br /&gt;
[[File:CODBO PSG-1 (2).jpg|thumb|none|600px|The HK PSG-1 in idle.]]&lt;br /&gt;
[[File:CODBO PSG-1 (3).jpg|thumb|none|600px|Scope reticle of the PSG.]]&lt;br /&gt;
[[File:CODBO PSG-1 (4).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:CODBO PSG-1 (5).jpg|thumb|none|600px|Tossing away a spent, flat magazine.]]&lt;br /&gt;
[[File:CODBO PSG-1 (6).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:CODBO PSG-1 (7).jpg|thumb|none|600px|Knocking the charging handle back.]]&lt;br /&gt;
[[File:CODBO PSG-1 (8).jpg|thumb|none|600px|A PSG-1 with the extended magazine model, which is a 20-round G3 magazine that only holds 10. The Variable Zoom scope is also mounted on a proper claw-mount.]]&lt;br /&gt;
[[File:Shot0032.jpg|thumb|none|600px|The H&amp;amp;K PSG-1 on wall, note G3 foregrip, bipod, and short barrel. Also visible are a SITES [[Spectre M4]], [[CZ 75]] and dual OTs-02 Kiparis.]]&lt;br /&gt;
&lt;br /&gt;
== Karabiner 98k ==&lt;br /&gt;
&lt;br /&gt;
The [[Karabiner 98k]] is 200 points in the zombie maps &amp;quot;Nacht der Untoten,&amp;quot; &amp;quot;Verrückt&amp;quot; and &amp;quot;Der Riese.&amp;quot; It also replaces the [[M1903 Springfield]] in &amp;quot;Verrükt,&amp;quot; probably due to file space and the Springfield's poor performance. Its effective power against zombies stops at round 4.&lt;br /&gt;
&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - 7.92x57mm]]&lt;br /&gt;
[[File:CODBO Kar98K (1).jpg|thumb|none|600px|A normal Kar 98k on &amp;quot;Verrükt.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Kar98K (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Kar98K (3).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODBOK98scoped.jpg|thumb|none|600px|The scoped Karabiner 98 Kurz in Zombies.]]&lt;br /&gt;
[[File:CODBOK98scoped-1.jpg|thumb|none|600px|View down the Ajack 6x scope, although it has the reticule of the 4x ZF42 scope.]]&lt;br /&gt;
[[File:CODBOK98scoped-2.jpg|thumb|none|600px|Operating the Mauser's bolt handle.]]&lt;br /&gt;
[[File:CODBOK98scoped-3.jpg|thumb|none|600px|Loading in some fresh 8mm Mauser ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M38 Carbine==&lt;br /&gt;
The [[Mosin Nagant Rifle|Mosin-Nagant M38 Carbine]] is found during the World War II Flashback mission &amp;quot;Project Nova&amp;quot;, available either with a PU scope or iron sights. As its model is recycled from ''[[Call of Duty: World at War]]'', all the rifles are fitted with a downturned bolt handle, regardless if have a scope or not. The 3rd-person model always has a straight bolt handle, even on the scoped rifles, another leftover from ''World at War''. NPCs hold the rifle as if it has a pistol grip; this is due to recycling animations used by weapons which do have pistol grips (similar issues in other games result in sights like an enemy replacing a non-existent box magazine on a belt fed weapon, for example).&lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine - 7.62x54mmR]]&lt;br /&gt;
[[File:Mosin-Nagant M38 Carbine Sniper.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:CODBO Mosin (3).jpg|thumb|none|600px|The regular M38 Carbine (with downturned bolt handle) in idle.]]&lt;br /&gt;
[[File:CODBO Mosin (4).jpg|thumb|none|600px|Iron sights of the Mosin.]]&lt;br /&gt;
[[File:CODBO Mosin (5).jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:CODBO Mosin (6).jpg|thumb|none|600px|The M38 sniper carbine in first person view.]]&lt;br /&gt;
[[File:CODBO Mosin (1).jpg|thumb|none|600px|Cycling the Mosin's bolt, with an ejected cartridge visible.]]&lt;br /&gt;
[[File:CODBO Mosin (2).jpg|thumb|none|600px|Reloading, which is done basically all off-screen. This is actually with the scoped-version, and both seem to reload all rounds at once regardless.]]&lt;br /&gt;
[[File:CODBO Mosin (7).jpg|thumb|none|600px|The middle soldier is holding a scoped Mosin Nagant M38 Carbine while the other two are holding [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scavenger&amp;quot;==&lt;br /&gt;
A bolt-action sniper rifle called the &amp;quot;Scavenger&amp;quot; is one of the Wonder Weapons in Zombies mode; while fictional, it does appear to use some parts of real weapons in its design, most notably the scope and handguard of an [[FN F2000]] (the latter of which is merged into an upside-down and backwards [[M16]] carrying handle, for whatever reason), along with what appears to be a [[Barrett M82A1]]'s magazine well. Gameplay-wise, it is functionally similar to the explosive crossbow (to the point of re-using its HUD icon), firing large explosive darts that stick into targets and explode after a short delay; compared to said crossbow it is more or less a straight upgrade, with larger, more powerful explosions (albeit without any base impact damage, in defiance of conventional wisdom regarding shoving large darts into things; this can actually be a benefit in-game, since it ensures that enemies shot with the weapon will stick together with their group and maximize potential splash damage), a 3-round magazine, and a faster reload (recycled wholesale from ''[[Modern Warfare 2]]'''s [[Cheyenne Tactical M200 Intervention]]).&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant, the &amp;quot;Hyena Infra-Dead&amp;quot;, increases its already-high damage even further, doubles its ammo reserve and capacity (without changing the magazine model), and somehow converts the existing scope into an infrared one (as the name implies).&lt;br /&gt;
[[File:F2000.jpg|thumb|none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M82a1.jpg|thumb|none|500px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov Hybrid ==&lt;br /&gt;
&lt;br /&gt;
The Soviet [[SVD Dragunov]] (introduced in 1963) is one of the sniper rifles available in the game. Its receiver appears to be recycled from the game's hybrid AK which makes it resemble the Romanian PSL, the open front sight is also from that sniper. In singleplayer, it can be found in &amp;quot;Crash Site,&amp;quot; &amp;quot;Executive Order,&amp;quot; and &amp;quot;Numbers.&amp;quot; By default it is equipped with an inappropriate modern civilian POSP scope but it can also be used with Variable Zoom, Infrared Scope, ACOG Scope, Suppressor, or Extended Mags.&lt;br /&gt;
&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Aks-74.jpg|thumb|none|500px|AKS-74 - 5.45x39mm. Image used to show the receiver.]]&lt;br /&gt;
[[File:CODBO SVD (1).jpg|thumb|none|600px|Drawing the weapon with a dramatic rack of the charging handle.]]&lt;br /&gt;
[[File:CODBO SVD (2).jpg|thumb|none|600px|Idle with the SVD. Note that this weapon seems to use the exact same receiver as the game's hybrid AK, which could explain the AK-style safety lever present on this weapon (not visible in this shot).]]&lt;br /&gt;
[[File:CODBO SVD (3).jpg|thumb|none|600px|The SVD's POSP scope reticle. This is a poor replica of the modern civilian POSP scope reticle (the 1.5m and 0.5m height lines are for elk and deer, the military scope only has one 1.7m line for humans). Anyway, a period military PSO-1 scope should have been used instead.]]&lt;br /&gt;
[[File:CODBO SVD (4).jpg|thumb|none|600px|Reloading. Note the AK-style safety lever.]]&lt;br /&gt;
[[File:CODBO SVD (5).jpg|thumb|none|600px|An SVD equipped with an Infrared Scope attachment and an alternate finish. The Infrared Scope's model is based on the NSPU, which is a nightvision scope in reality.]]&lt;br /&gt;
&lt;br /&gt;
== Type 99 Arisaka ==&lt;br /&gt;
The [[Arisaka Type 99]] is able to be purchased in the zombie map Shi No Numa for 200 points.&lt;br /&gt;
&lt;br /&gt;
[[File:Arisaka-Type-99.jpg|thumb|none|500px|Arisaka Type 99 Rifle - 7.7mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (1).jpg|thumb|none|600px|Holding the Type 99.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (2).jpg|thumb|none|600px|Aiming down the iron sights of the rifle.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (3).jpg|thumb|none|600px|Inserting a stripper clip.]]&lt;br /&gt;
[[File:CODBO Type99 Arisaka (4).jpg|thumb|none|600px|Cycling the bolt. This is only really visible in prone; as with the Mosin, the animation is somewhat hidden.]]&lt;br /&gt;
&lt;br /&gt;
== Walther WA 2000 ==&lt;br /&gt;
&lt;br /&gt;
The [[Walther WA 2000]] appears in both singleplayer and multiplayer. In the singleplayer campaign, it appears as part of Mason's loadout in the mission &amp;quot;Victor Charlie&amp;quot;, which makes it anachronistic, because &amp;quot;Victor Charlie&amp;quot; takes place in 1968 and the WA 2000 was not manufactured until 1982. Even a prototype would be anachronistic because the gun was designed in the late 70s; its exorbitant cost and ill-suited design for the military also would have discouraged use. The ammo name for the WA 2000 in the game files is 7.62x51mm, which contradicts the .300 Win Mag caliber inscribed above the pistol grip. A WA 2000 appears as the fifteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
A more adequate U.S. sniper rifle choice for that era would have been the [[M40 sniper rifle]] (introduced in 1966) or the older [[Winchester Model 70]], both used in Vietnam before 1968, and the [[Remington 700]] was used by the MACV-SOG during the Vietnam War. However, these were bolt-action rifles. The [[M21 Designated Marksman Rifle|XM21]] semi-automatic sniper rifle was used during the war since 1968, and before then, the US also modified their M14 with sniper scopes, including the M14E2 SAW. The older [[M1 Garand]] M1D and MC52 variants would also make good choices for semi-automatic sniper rifles used early in the war.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:CODBO WA2000 (1).jpg|thumb|none|600px|Initially-equipping the WA 2000, the sniper pops open the rear lens cover and the front one obligingly does so as well, of its own accord.]]&lt;br /&gt;
[[File:CODBO WA2000 (2).jpg|thumb|none|600px|The normal WA 2000 transition, which shows off some of the top of the rifle.]]&lt;br /&gt;
[[File:CODBO WA2000 (3).jpg|thumb|none|600px|The sniper rifle in idle.]]&lt;br /&gt;
[[File:CODBO WA2000 (4).jpg|thumb|none|600px|The Walther's scope reticle, which seems to be a re-use of scope_overlay_m40a3 from ''[[Call of Duty 4: Modern Warfare]]''.]]&lt;br /&gt;
[[File:CODBO WA2000 (5).jpg|thumb|none|600px|Reloading the WA 2000. Note the rather undersized magazine; not only is it too small in general, but it's far too small for the cartridges on the cheek rest (not that these are ever used anyway).]]&lt;br /&gt;
[[File:CODBO WA2000 (6).jpg|thumb|none|600px|Rechambering the Walther.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
==China Lake Grenade Launcher==&lt;br /&gt;
The [[China Lake Launcher]] is available in ''Black Ops''. In singleplayer, it is found in &amp;quot;S.O.G.&amp;quot;, &amp;quot;Numbers&amp;quot;, and &amp;quot;Crash Site&amp;quot;, while in multiplayer it is the last launcher unlocked. It holds four grenades per tube in the campaign and two in multiplayer, rather than three in the tube magazine and one in the chamber as seen on the real weapon.&lt;br /&gt;
&lt;br /&gt;
The pumping animation has been deliberately made slow for game balance, to the point that when paired with the correct Multiplayer perk, it'd be faster to reload after every shot rather than waiting for the pump animation to play. It also cannot be fired without aiming down sights (except when upgraded with the Pack-A-Punch machine in Zombies mode); if a &amp;quot;no-scope&amp;quot; shot is attempted, the player character will automatically aim down sights before firing. A China Lake serves as the eighteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
Unlike the M203, the ejected casings (seen when pumping) appropriately have their own model as opposed to being shown as full 40mm grenades.&lt;br /&gt;
&lt;br /&gt;
The China Lake is also used as the basis of the rather non-descriptively-named &amp;quot;31-79 JGb215&amp;quot; (apparently code for a set of coordinates), a Wonder Weapon in Zombies mode; functionally, it is a semi-automatic shrink ray.&lt;br /&gt;
[[File:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|500px|China Lake Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO China Lake (1).jpg|thumb|none|600px|Drawing the China Lake; the player character flips up the leaf sight and chambers a round. Note that a grenade can be seen in the presumably-open ejection port, despite the pump handle being all the way forward.]]&lt;br /&gt;
[[File:CODBO China Lake (2).jpg|thumb|none|600px|Holding the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (3).jpg|thumb|none|600px|The iron sights of the China Lake Launcher, which are lined up to roughly 200 meters though the rear notch is being ignored.]]&lt;br /&gt;
[[File:CODBO China Lake (4).jpg|thumb|none|600px|Pumping the China Lake.]]&lt;br /&gt;
[[File:CODBO China Lake (5).jpg|thumb|none|600px|Loading new grenades into the weapon.]]&lt;br /&gt;
[[File:CODBO China Lake (6).jpg|thumb|none|600px|The player character flips down the leaf sight before putting away the China Lake.]]&lt;br /&gt;
&lt;br /&gt;
== M72 LAW ==&lt;br /&gt;
&lt;br /&gt;
The [[M72 LAW]] appears in the game as a single shot rocket launcher. It is used by Mason to destroy NVA T-55 tanks in Vietnam. In multiplayer the M72 is the first launcher unlocked by the player and has the unrealistic capacity to lock-on to vehicles as opposed to the real life version, which is unguided. The M72 LAW appears as the seventeenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
[[File:M72 law.jpg|thumb|none|500px|M72 LAW with rocket - 66mm]]&lt;br /&gt;
[[File:CODBO M72 LAW (1).jpg|thumb|none|600px|Drawing the LAW.]]&lt;br /&gt;
[[File:CODBO M72 LAW (2).jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:CODBO M72 LAW (3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODBO M72 LAW (4).jpg|thumb|none|600px|Putting away the LAW.]]&lt;br /&gt;
&lt;br /&gt;
== M202A1 FLASH ==&lt;br /&gt;
The [[M202A1 FLASH]], referred as the &amp;quot;Grim Reaper&amp;quot;, is found in the game. In singleplayer, it can be used by Mason in the missions &amp;quot;Victor Charlie&amp;quot; and &amp;quot;Numbers.&amp;quot; In the level &amp;quot;Crash Site,&amp;quot; a boat section has Woods and Bowman each armed with an M202, and the player controls what they shoot at. In multiplayer mode, the M202 can be obtained from a care package killstreak (awarded after five kills) just like the &amp;quot;Death Machine&amp;quot;. It also appears as the sixteenth weapon tier in Gun Game.&lt;br /&gt;
&lt;br /&gt;
It holds 4 rockets per clip, and has the unrealistic ability to lock on to helicopters and planes. In singleplayer mode, multiple rockets can be fired at once, while in multiplayer the weapon is restricted to firing one round per trigger pull. The M202's appearance in Black Ops is slightly anachronistic, as it wasn't designed until the late 1960s and was used in Vietnam from 1970 onward. &lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|500px|M202A2 FLASH - 66mm]]&lt;br /&gt;
[[File:CODBO M202 (1).jpg|thumb|none|600px|The sight is unfolded when equipped. It is folded again when reloading or when put away.]]&lt;br /&gt;
[[File:CODBO M202 (2).jpg|thumb|none|600px|&amp;quot;Grim Reaper.&amp;quot; Note the writing on the side of the weapon declares it to be &amp;quot;Launcher, Rocket, 66mm, 4-tube, M202A1,&amp;quot; putting paid to any claim that the launcher shown in game is in any way supposed to be the earlier XM191.]]&lt;br /&gt;
[[File:CODBO M202 (3).jpg|thumb|none|600px|The Grim Reaper through its scope. Note the number dial next to the scope, indicating how many rockets will be simultaneously fired; this is changed using the &amp;quot;hold breath&amp;quot; control. In real life, the M202 can only fire rocket one at a time.]]&lt;br /&gt;
[[File:CODBO M202 (4).jpg|thumb|none|600px|Grim Reaper reloading. Regardless of how many shots from a volley were fired, all rockets are shown as having been fired when reloading.]]&lt;br /&gt;
[[File:CODBO M202 (5).jpg|thumb|none|600px|In with a new set.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
The [[RPG-7]] is used by Cuban, North Vietnamese, and Russian troops in the campaign, and is available in multiplayer as well. The RPG-7 is not anachronistic per se, though in real life its first use in combat was by the Egyptians during the Arab-Israeli War in 1967.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:CODBO RPG-7 (1).jpg|thumb|none|600px|Holding the RPG-7.]]&lt;br /&gt;
[[File:CODBO RPG-7 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:CODBO RPG-7 (3).jpg|thumb|none|600px|Loading a new rocket.]]&lt;br /&gt;
&lt;br /&gt;
== RPzB 54 Panzerschreck ==&lt;br /&gt;
The [[Panzerschreck|RPzB 54 Panzerschreck]] is used by the German soldiers in the World War II flashback mission &amp;quot;Project Nova&amp;quot; and usable by Viktor Reznov.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|500px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CODBO Panzerschrek (1).jpg|thumb|none|600px|The Panzerschreck in first-person.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (2).jpg|thumb|none|600px|Aiming only uses the front sight, apparently stabbing the rear one into Reznov's cheek.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (3).jpg|thumb|none|600px|Reloading. Given the average WW2 soldier was 68 inches tall while a Panzerschreck was 65 inches long, this view would require digging a small hole for the weapon's muzzle or a box to stand on. Additional, Reznov simply shoves the rocket into the tube, without pushing down the pin on the contact box (the box at the bottom-left of the shot), which was required to transfer electricity from the launcher to the rocket; failing to do so would mean that pulling the trigger would result in absolutely nothing whatsoever.]]&lt;br /&gt;
[[File:CODBO Panzerschrek (4).jpg|thumb|none|600px|A Panzerschreck leaning on a low wooden wall, next to a StG-44.]]&lt;br /&gt;
&lt;br /&gt;
== SA-14 Gremlin ==&lt;br /&gt;
The [[SA-14 Gremlin]], an updated version of the [[SA-7 Grail]], is referred to in-game by its Russian designation of &amp;quot;Strela-3&amp;quot;; it appears in both single and multiplayer mode, and is only capable of firing when locked onto a vehicle. Its appearance in the campaign is brief; Hudson uses a scavenged Strela-3 to shoot down two Mi-8 &amp;quot;Hip&amp;quot; gunships during the attack on Rebirth Island.&lt;br /&gt;
&lt;br /&gt;
The Gremlin is, like most weapons in the game, anachronistic, as ''Black Ops'' takes place in 1968, 6 years before its introduction in 1974. A more appropriate choice would have been the original Strela-2/SA-7 Grail, which was developed in 1967 and issued in 1968 (though in both cases the &amp;quot;Valkyrie&amp;quot; variant mentioned below would still be anachronistic to the 1963 level &amp;quot;Executive Order&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|500px|none|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:STRELABO.jpg|thumb|300px|none|SA-14 Gremlin in Create-A-Class menu.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (1).jpg|thumb|600px|none|SA-14 Gremlin in idle.]]&lt;br /&gt;
[[File:CODBO 9K34 Strela-3 (2).jpg|thumb|600px|none|SA-14 Gremlin in ADS.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Valkyrie&amp;quot; ===&lt;br /&gt;
A unique fictional version of the [[SA-14 Gremlin]], the &amp;quot;Valkyrie&amp;quot; has a MCLOS (Manual Command to Line of Sight) system, same as the in-game [[BGM-71 TOW]]. It is usable in the single-player missions &amp;quot;Executive Order&amp;quot;, wherein Alex Mason uses it to destroy the ''Soyuz II'' rocket in flight, and &amp;quot;Redemption&amp;quot;, where it's used to down a pair of Mi-8 helicopters. It also acts as a killstreak in multi-player, awarded after seven kills and costing 4,000 CoD Points.&lt;br /&gt;
&lt;br /&gt;
[[File:CODBO Valkyrie (1) bostore.jpg|thumb|600px|none|&amp;quot;Valkyrie&amp;quot; in idle.]]&lt;br /&gt;
[[File:CODBO Valkyrie (2).jpg|thumb|600px|none|Aiming at a Mi-8 &amp;quot;Hip.&amp;quot;]]&lt;br /&gt;
[[File:CODBO Valkyrie (3).jpg|thumb|600px|none|A &amp;quot;Valkyrie&amp;quot; rocket about to impact the engine area of the Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Afanasev A-12.7==&lt;br /&gt;
The [[Afanasev A-12.7]] is mounted on Mi-24A helicopters in the game. Woods shows a remarkable knowledge on Soviet weaponry remarking that it is a &amp;quot;12mm nose cannon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==82-PM-37==&lt;br /&gt;
The [[82-PM-37]] mortar is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot;. The player can't use these first-hand, but can instead call in mortar strikes that are launched via these weapons by allies. Calling the mortars is done by throwing smoke grenades near the target. They appear on the ground as stun grenades, though this is simply a result of model reuse.&lt;br /&gt;
[[File:82mm BM-37 Mortar.jpg|thumb|none|450px|82-PM-37 mortar - 82mm]]&lt;br /&gt;
[[File:CODBO Mortar.jpg|thumb|none|600px|Russian soldiers using several 82-PM-37 mortars. Note the square baseplate of an [[M1 Mortar]].]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] is seen mounted on a jeep only in the mission &amp;quot;S.O.G.&amp;quot; where the player needs to destroy the NVA tanks. Unlike the real TOW missile, this missile is guided by MCLOS (Manual Command Line of Sight) instead of SACLOS (Semi Active Command Line of Sight) which would be much simpler. Its appearance in &amp;quot;S.O.G.&amp;quot; (set in 1968) is anachronistic: the BGM-71 wasn't introduced into US military service until 1970, and though it saw service in Vietnam, the weapon didn't appear there until 1972. Era-appropriate anti-tank missiles would be the French-designed MGM-21A or MGM-32A or a captured [[AT-3 Sagger]], which were also actually MCLOS in real life: the other option would be to use an [[M40 Recoilless Rifle]].&lt;br /&gt;
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm. The FTL version differs in that it mounts a PADS device on top of the ITAS scope: the version in game does not have this.]]&lt;br /&gt;
[[File:CODBO TOW (1).jpg|thumb|none|600px|BGM-71 mounted on a jeep. Note that this is the the Jeep 2011 Wrangler model, which is very anachronistic. During the 60's the US army used the M151 MUTT. Jeep asked Treyarch to advertise their new vehicle through the game; the company even offers a &amp;quot;Black Ops&amp;quot; edition of it.]]&lt;br /&gt;
[[File:CODBO TOW (2).jpg|thumb|none|600px|The BGM-71. Notice the &amp;quot;TOW 2B&amp;quot; stencil on the tube; TOW 2B (BGM-71F) started production in 1991. It is also incorrect for how the weapon functions: TOW-2B is a top-attack variant that fires two explosively formed tantalum penetrators at the upper surface of the target, while the weapon in game uses a standard warhead. The sighting unit appears to be a very undersized replica of the modern ITAS integrated scope, which only entered production in the late 90s: the vertical cylinder on the right is the new SADA II cooling unit, not mounted on any previous TOW sight. Note also the &amp;quot;nose end&amp;quot; marking which suggests the missile is loaded backwards, though the brown stripe indicates the missile casing's tail end.]]&lt;br /&gt;
[[File:CODBO TOW (3).jpg|thumb|none|600px|About to look into the sighting unit.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
A [[Browning M2HB]] can be seen mounted on every M113 APC in the singleplayer and also on the PBRs in &amp;quot;Crash Site.&amp;quot;&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:CODBO-M2HB.jpg|thumb|none|600px|A M2HB is mounted on the APC.]]&lt;br /&gt;
[[File:CODBO M2HB (1).jpg|thumb|none|600px|An M113 with M2HB in Khe Sanh.]]&lt;br /&gt;
[[File:Twin M2 machine guns PBR.jpg|thumb|none|400px|Dual Browning M2HB in PBR - .50 BMG]] &lt;br /&gt;
[[File:CODBO M2HB (2).jpg|thumb|none|600px|The dual M2HBs on the PBR used in the level &amp;quot;Crash Site.&amp;quot;]]&lt;br /&gt;
[[File:CODBO M2HB (3).jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
The [[DShK]] is mostly seen mounted on trucks. The player uses one in &amp;quot;Vorkuta&amp;quot; and &amp;quot;WMD&amp;quot;, and NPCs operate them in several other missions. It is fitted with an anti-aircraft sight.&lt;br /&gt;
[[File:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:CODBO DShK (1).jpg|thumb|none|600px|The DShK mounted on a GAZ-66 truck. Even the latter could not avoid the universal rule of Black Ops, since it was not serial produced until 1964, which does not prevent it appears in large quantities a year earlier.]]&lt;br /&gt;
[[File:CODBO DShK (2).jpg|thumb|none|600px|Manning the MG.]]&lt;br /&gt;
[[File:CODBO DShK (3).jpg|thumb|none|600px|Zooming in ADS view.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1 Cobras during the mission &amp;quot;S.O.G.&amp;quot; and in multiplayer. It is noteworthy that the AH-1 Cobra was introduced in 1967 and was used during the Tet Offensive in 1968 making its appearance at the Battle of Khe Sahn historical. However, the appearance of the Cobra in multiplayer maps set before 1967 would be anachronistic.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==KPV==&lt;br /&gt;
[[KPV]] heavy machine guns mounted in the ZPU-4 quad anti-aircraft mount are used by Communist forces. Mason destroys a Viet Cong emplacement in &amp;quot;Victor Charlie&amp;quot; and the ''Rusalka'' is covered in them in the final mission &amp;quot;Redemption.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2'', it reuses the same model from ''Call of Duty 4''.&lt;br /&gt;
[[Image:ZPU-4.jpg|thumb|none|400px|KPV heavy machine guns in ZPU-4 quad anti-aircraft mount - 14.5x114mm]]&lt;br /&gt;
[[File:CODBO KPV ZPU-4.jpg|thumb|none|600px|Two ZPU-4s as seen from Mason's UH-1 gunship. Another one can be seen in the background.]]&lt;br /&gt;
&lt;br /&gt;
==M60E3==&lt;br /&gt;
The [[M60E3]] from [[Call of Duty 4: Modern Warfare]] is reused on the PBR in &amp;quot;Crash Site&amp;quot; and is used by Mason.&lt;br /&gt;
[[File:USOM60E3.jpg|thumb|none|450px|M60E3 machine gun with the full length barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (1).jpg|thumb|none|600px|A view of the mounted M60E3, showing that it is the COD4 model from the original full length barrel.]]&lt;br /&gt;
[[File:CODBO M60E3 PBR (2).jpg|thumb|none|600px|The M60 in use, note the ammo box shape as well. Also note how Bowman is also following Mason's aim with his M202A1.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Huey gunships are armed with the M21 Armament System that consists of side mounted 70mm rocket pods and twin [[M134 Minigun]]s.&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on M21 Armament Subsystem, same as in the films (this also includes huge [[M158 Rocket Launcher]])]]&lt;br /&gt;
[[File:CODBOAR-15.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODBO M134 M21.jpg|thumb|none|600px|&amp;quot;RT Texas&amp;quot; lights up the side of a building with its miniguns. Note the unused M75 40mm grenade launcher mounted in the nose ball turret.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] appears only as an emplaced weapon throughout the World War II flashback mission &amp;quot;Project Nova&amp;quot;. The first MG42 is seen fired by a Russian soldier and the rest by the Germans, but all are usable by the player.&lt;br /&gt;
[[File:MG42Bipod.jpg|thumb|none|500px|MG42 with bipod extended - 7.92mm Mauser]]&lt;br /&gt;
[[File:CODBO MG42 (1).jpg|thumb|none|600px|Reznov manning an MG42.]]&lt;br /&gt;
[[File:CODBO MG42 (2).jpg|thumb|none|600px|An MG42 in a ground emplacement.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
Twin [[Mk 19 Grenade Launcher]]s with extended barrels are bizarrely mounted on the BTR-60 APC turret that Hudson operates during the mission &amp;quot;Rebirth,&amp;quot; and the right gun fires machine gun rounds rather than 40mm grenades. It reuses the Mk 19 Mod 3 model from [[Call of Duty 4: Modern Warfare]], which is anachronistic, and a more appropriate choice would've been the Soviet [[KPV]] heavy machine gun or [[AGS-17]] automatic grenade launcher; interestingly, the in-game weapons both use the latter's distinctive belt drum, suggesting that they may have been meant to pass for actual AGS-17s.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:CODBO Mk 19 (1).jpg|thumb|none|600px|The Mark 19 duo as manned by Hudson. Note the charging handles only present on the outside sides of the weapon models.]]&lt;br /&gt;
[[File:CODBO Mk 19 (2).jpg|thumb|none|600px|Zooming in with the turret machination.]]&lt;br /&gt;
[[File:CODBO Mk 19 (3).jpg|thumb|none|600px|The weapon system as seen in third person after the BTR-60 eats a missile launched from an Mi-8.]]&lt;br /&gt;
&lt;br /&gt;
==Type 92 Heavy Machine Gun==&lt;br /&gt;
The sentry guns in the zombie map &amp;quot;Kino der Toten&amp;quot; are built around a [[Type 92 heavy machine gun]]. A double machine gun mount in the level &amp;quot;Victor Charlie&amp;quot; also uses Type 92s. The use icon for the emplacement reuses the icon for the Type 92 from ''[[Call of Duty: World at War]]''.&lt;br /&gt;
[[Image:Type 92 HMG.jpg|thumb|none|400px|Nambu Type 92 Heavy machine gun - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CODBO Type 92 (1).jpg|thumb|none|600px|The twin Type 92 emplacement in &amp;quot;Victor Charlie.&amp;quot; It appears to feed from AGS-17-like drums.]]&lt;br /&gt;
[[File:CODBO Type 92 (2).jpg|thumb|none|600px|Manning the turret.]]&lt;br /&gt;
[[File:CODBO Type 92 (3).jpg|thumb|none|600px|Aiming with the odd improvised sights.]]&lt;br /&gt;
[[File:CODBO Type 92 (4).jpg|thumb|none|600px|A single Type 92 in &amp;quot;Kino Der Toten.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger Dual Mount System (mockup)==&lt;br /&gt;
A mockup of the [[FIM-92 Stinger]] Dual Mount System made of SA-14 Gremlin models appears as the SAM Turret. It is inaccurately depicted as an autonomous weapon system, with the sighting system replaced by a simple camera. Its appearance in the game is anachronistic as the base FIM-92 Stinger was developed in the 1970s and the Dual Mount System version was developed in the late 1990s. A slightly more realistic choice would be to use the [[FIM-43 Redeye]].&lt;br /&gt;
[[File:Stinger mount.jpg|thumb|none|400px|FIM-92 Stinger DMS (dual mount system) - 70mm. This system provides a power and coolant supply for two LTAs, and includes a radio set and datalink to provide the gunner with information from external early warning systems such as portable radars.]]&lt;br /&gt;
[[File:BLACKOPS-SAM.jpg|thumb|none|600px|The SAM Turret killstreak. Apparently the 60s had such an advanced AI that it was capable of acquiring targets on its own only by the means of simple security cameras.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[FN Minimi|FN M249 SAW]] model from [[Call of Duty 4: Modern Warfare]] is seen in the level &amp;quot;Vorkuta&amp;quot;, where it is used by Soviet prison guard as an emplaced heavy machine gun. Being a Belgian-designed, US-issued light machine gun (and being a variant thereof that came into being in the mid-1980s), it is rather obviously inappropriate for the setting; a more reasonable choice would've been a [[DShKM]].&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249 SAW - with 200-round belt box - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
Mi-24A helicopters utilize UB-32 Rocket Pods to fire S-5 rockets. Woods incorrectly calls the pods &amp;quot;UV-32 rockets&amp;quot;, apparently thinking that the &amp;quot;U'''B'''-32&amp;quot; in the English transliteration of the Russian &amp;quot;УБ-32&amp;quot; stands for &amp;quot;V&amp;quot;. This error might be caused by the fact that the Russian letter &amp;quot;B&amp;quot; is actually transliterated to &amp;quot;V&amp;quot; in English. When Mason commandeers a Mi-24A in &amp;quot;Payback&amp;quot; he can fire only four S-5 rockets per wing at a time then he needs to reload. The hind has two pods per wing for a total of 64 rockets per wing, however, Mason's supply of rockets never runs out.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
Mi-8 helicopters utilize B-8M Rocket Pods. However, they are inaccurately depicted as firing S-5 rockets instead of the appropriate S-8. Somewhat anachronistic as S-8 rockets were developed in the 1960s, but underwent preliminary testing in 1969 and entered service in 1984.&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
&lt;br /&gt;
== F1 hand grenade ==&lt;br /&gt;
The French [[F1 hand grenade]] is one of the grenades that aren't usable in-game. The designers appear to have confused it with the Soviet [[F-1 hand grenade|F-1]], which was directly based on the French grenade, even keeping its original name which caused a certain confusion.&lt;br /&gt;
&lt;br /&gt;
[[File:F1 Mle35 hand grenade.JPG|thumb|none|200px|F1 High-Explosive Fragmentation hand grenade with Mle1935 fuse.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The grenades under the right shoulder are the F1s.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|F1 hand grenade on dead Russian soldier. An [[RGD-5 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== M7 Gas Grenade ==&lt;br /&gt;
[[M7 CS gas grenade]]s are available in the game's multiplayer, dispersing a lethal load of the game's &amp;quot;Nova Gas&amp;quot;. They are also present on some character models.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|175px|M7A3 CS gas grenade.]]&lt;br /&gt;
[[File:CODBO M7 CS.jpg|thumb|none|600px|Preparing to throw a &amp;quot;Nova Gas&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The black grenades on the waist are the M7.]]&lt;br /&gt;
&lt;br /&gt;
== M18A1 Claymore ==&lt;br /&gt;
The [[M18A1 Claymore]] anti-personnel mine is available once again as a defensive weapon. For 1000 points claymores X2 are able to purchase in the maps Kino Der Toten, Five, Ascention, Call of the Dead, and Moon. Shangri La features an alternate version for the same price, called the &amp;quot;Spikemore&amp;quot;, which (as its name indicates) launches spikes along with its usual shrapnel. &lt;br /&gt;
&lt;br /&gt;
As with other ''Call of Duty'' games, the mine is based on the depiction of the Claymore in ''Metal Gear Solid'', emitting two red laser beams from its iron sight when placed to show its damage radius and arming area, and is proximity triggered; such a system would require a level of laser technology that did not exist at the time the game is set, and would be of very little practical function since the beams are not associated with any kind of reflector. About the only way it could work, assuming the laser is actually the detonator, is if the laser unit was a rangefinder set to detonate the mine if anything passed closer than a preset distance, which would be an absurdly inefficient method of fuzing an antipersonnel mine. Real Claymore mines are typically command-detonated, though they can also be rigged up with a simple mechanical tripwire for use as a self-detonating mine.&lt;br /&gt;
&lt;br /&gt;
The M18A1 is somewhat anachronistic for most of the singleplayer since while it was adopted in 1960, it is not known to have been used in combat until 1966. For most of the game's events, the original, unreliable M18 would have been the only Claymore variant in use.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|500px|M18A1 Claymore anti-personnel mine.]]&lt;br /&gt;
[[File:CODBO Claymore (1).jpg|thumb|none|600px|The M18A1 Claymore mine in first person.]]&lt;br /&gt;
[[File:CODBO Claymore (2).jpg|thumb|none|600px|The Claymore mine as seen when deployed.]]&lt;br /&gt;
&lt;br /&gt;
== M34 White Phosphorous grenade ==&lt;br /&gt;
The [[M34 White Phosphorous grenade]], referred to as the &amp;quot;Willy Pete,&amp;quot; is used as a smoke grenade, minus most of its real-life incendiary effect: the smoke cloud lasts 8-9 seconds rather than the 60 or so of the real weapon. It still causes mild damage to enemies who are too close when it explodes, though. The grenade is incorrectly shown with a green casing: this colour was not used until STANAG 2321 was adopted in 1987, and a period M34 should be white.&lt;br /&gt;
&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|200px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:CODBO M34 WP.jpg|thumb|none|600px|About to throw the &amp;quot;Willy Pete&amp;quot; grenade.]]&lt;br /&gt;
[[File:Shot0219.jpg|thumb|none|600px|The green grenade on the belt is the M34.]]&lt;br /&gt;
&lt;br /&gt;
== M67 hand grenade ==&lt;br /&gt;
The [[M67 hand grenade]] once again returns as the primary grenade of every faction in-game (not including the World War II mission &amp;quot;Project Nova&amp;quot;). Because ''Black Ops'' takes place from 1961 to 1968, it would be slightly more accurate to see the [[M26 hand grenade]] instead of the M67, as it did not come into common use in the U.S. Military until 1969. Strictly speaking, though, it's not ''exactly'' anachronistic, as it was designed in the 50's. In the zombie maps Kino Der Toten, Five, and Ascension M67 hand grenades are 250 points for 4 grenades.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|500px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:CODBO M67.jpg|thumb|none|600px|Pulling the pin on a M67 Frag.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
&lt;br /&gt;
[[M84 stun grenade]]s appear as the Flashbangs and as the icon for Concussion Grenades; Flashbangs have a green stripe, while Concussion Grenades have a red stripe in the menu. In gameplay, however, the Concussion Grenade is actually a [[MK3 offensive hand grenade]]. It's appearance in the 60s is highly anachronistic as it was used from 1995 in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:CODBO M84 Flashbang.jpg|thumb|none|600px|Pulling the pin on a M84 Flashbang.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 hand grenade ==&lt;br /&gt;
The [[Mk 2 hand grenade]] is one of the grenades that aren't usable in-game. The Mk 2 can can be seen on Tank Dempsey in the zombie map &amp;quot;Kino Der Toten&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0032301.jpg|thumb|none|600px|Mk 2 hand grenade on Tank Dempsey's coat.]]&lt;br /&gt;
&lt;br /&gt;
== MK3 Offensive Hand Grenade ==&lt;br /&gt;
[[MK3 offensive hand grenade]]s are appropriately used as the Concussion Grenade in multiplayer gameplay.&lt;br /&gt;
[[Image:MK3A2.jpg|thumb|none|200px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:CODBO Mk3 Concussion.jpg|thumb|none|600px|About to toss a Mk3 grenade.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] is used by the German soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player. Also available in the zombie maps Nacht der Untoten, Verrückt, Shi No Numa and Der Riese for 250 points.&lt;br /&gt;
&lt;br /&gt;
[[File:24-43 grenade.jpg|thumb|none|500px|Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgranate (1).jpg|thumb|none|600px|Prepping a Model 24 Stielhandgranate.]]&lt;br /&gt;
[[File:CODBO Stielhandgrante (2).jpg|thumb|none|600px|A Stielhandgranate on the ground.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-5 hand grenade ==&lt;br /&gt;
The [[RGD-5 hand grenade]] is one of the grenades that aren't usable in-game. It would be more accurate to see Soviet forces in the game use this grenade, rather than simply using the same M67 grenade as the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|600px|RGD-5 High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:Shot0259.jpg|thumb|none|600px|RGD-5 hand grenade on a dead Russian soldier. An [[F1 hand grenade]] is also visible.]]&lt;br /&gt;
&lt;br /&gt;
== RGD-33 stick grenade ==&lt;br /&gt;
The [[RGD-33 stick grenade]] is used by the Russian soldiers in the World War II mission &amp;quot;Project Nova&amp;quot; and usable by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|400px|RGD-33 stick grenade.]]&lt;br /&gt;
[[File:CODBO RGD-33 (1).jpg|thumb|none|600px|RGD-33 about to be thrown.]]&lt;br /&gt;
&lt;br /&gt;
== S-Mine ==&lt;br /&gt;
In the classic Nazi Zombies maps, [[S-Mine]]s are available instead of Claymore mines. They are still referred to as &amp;quot;Bouncing Betty&amp;quot; mines.&lt;br /&gt;
&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|500p|S-Mine 35.]]&lt;br /&gt;
[[File:CODBO S-Mine (1).jpg|thumb|none|600px|Nikolai Belinksi holds a ''Schrapnellmine''.]]&lt;br /&gt;
[[File:CODBO S-Mine (2).jpg|thumb|none|600px|Pulling the pin and deploying a mine.]]&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
A [[GP-30]] can be mounted on the &amp;quot;AK-47&amp;quot; and the Galil; as ever for the series, it is incorrectly called a GP-25. This time, there is not quadrant sight at all, but the presence of four ribs around the barrel (as opposed to three for an actual GP-25), coupled with the lack of a support frame behind the launcher, confirms that it is indeed modeled after a GP-30. Its appearance is anachronistic; the GP-30 entered service in 1989, and the GP-25 itself in 1978. A more accurate choice for the time period of the game could have been the OKG-40 &amp;quot;Iskra&amp;quot; prototype underbarrel grenade launcher that was developed in 1965, or else the standalone ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo, which was actually used by the Soviet Spetsnaz in the 1960s (and could be equipped with several attachments like a suppressor and a shoulder stock).&lt;br /&gt;
&lt;br /&gt;
Unlike ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]'', which use a western 40mm grenade to stand in for the Soviet VOG-25 40mm grenade, ''Black Ops'' is the first game in the series to correctly depict a VOG-25 grenade being used. However, the game still portrays the Russian grenade as being cased, with the reload animation involving a downwards flick to eject a nonexistent casing, which, like previous games (and the M203), is stood in with a full 40mm grenade.&lt;br /&gt;
&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 grenade launcher - 40mm]]&lt;br /&gt;
[[File:CODBO GP30 (1).jpg|thumb|none|600px|The launcher about to be fired.]]&lt;br /&gt;
[[File:CODBO GP30 (2).jpg|thumb|none|600px|Loading a new grenade.]]&lt;br /&gt;
[[File:Shot0047.jpg|thumb|none|600px|Third-person view of the &amp;quot;AK-47&amp;quot; equipped with a GP-30.]]&lt;br /&gt;
&lt;br /&gt;
==BS-1 grenade launcher==&lt;br /&gt;
The [[BS-1 grenade launcher]] is a unique attachment for the [[AKS-74U]] compact carbine, called by its alternate name &amp;quot;Tishina&amp;quot; in-game. First encountered in the single-player mission &amp;quot;Rebirth&amp;quot;. Anachronistic, as like the gun in question, the launcher was not developed until the 1970s. A more accurate choice for the time period of the game could have been the ''Device &amp;quot;D&amp;quot;'' noiseless grenade launcher / pistol combo (that could be equipped with several attachments like a suppressor and a shoulder stock) and was actually used by the Soviet Spetsnaz in the 1960s.&lt;br /&gt;
&lt;br /&gt;
[[File:GSN-19.jpg|thumb|none|400px|BS-1 grenade launcher - 30mm]]&lt;br /&gt;
[[File:CODBO Tishina (1).jpg|thumb|none|600px|BS-1 in idle. Note that it is actually mirrored; the bolt handle and ejection port for the blanks should actually be on the right side.]]&lt;br /&gt;
[[File:CODBO Tishina (2).jpg|thumb|none|600px|The player character operates the bolt of the BS-1. The game correctly portrays the reload procedure; because the 30mm grenade is fired with a blank instead of having its own propellant, when reloading, the user has to operate the bolt to eject the fired blank and chamber a new blank from the BS-1's detachable box magazine for blanks, and loads in a new 30mm grenade from the muzzle.]]&lt;br /&gt;
[[File:CODBO Tishina (3).jpg|thumb|none|600px|Reloading the BS-1 with a 30mm VOG-T grenade.]]&lt;br /&gt;
[[File:Shot005004.jpg |thumb|none|600px|AKS-74U with a BS-1 on a table.]]&lt;br /&gt;
&lt;br /&gt;
== Knight's Armament Masterkey ==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is a purchasable attachment for some Assault Rifles in multiplayer, and is seen in singleplayer mounted on the [[M14]] and [[M16]] in &amp;quot;SOG&amp;quot;, the [[AK-47]] in &amp;quot;Victor Charlie&amp;quot;, the [[Enfield L85 rifle series#XL64E5|Enfield]] in &amp;quot;Rebirth&amp;quot; and the [[Galil]] in &amp;quot;Redemption&amp;quot;. It is anachronistic, since the Masterkey project was not initiated until the 1980s. The only historically accurate way to do this would be to jury-rig a sawed-off shotgun to the rifle (say with zipties) or have an armorer create a one-off mounting (as with, say, the custom [[Mossberg 500]] mounting seen in ''[[Predator]]''), using something like an XM148 mount or a custom M203-like handguard as a base.&lt;br /&gt;
&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CODBO Masterkey (1).jpg|thumb|none|600px|The Masterkey mounted on a Colt Commando.]]&lt;br /&gt;
[[File:CODBO Masterkey (2).jpg|thumb|none|600px|Pumping the Masterkey.]]&lt;br /&gt;
[[File:CODBO Masterkey (3).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
== M203A1 grenade launcher ==&lt;br /&gt;
The [[M203 grenade launcher]] returns once again, but this time, it actually has the trigger and trigger guard, unlike in ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Modern Warfare 2]]''. During the Beta, the M203 lacked the front and rear mountings seen below, but they were added in the final version. Since ''Black Ops'' takes place from 1961 to 1968, it is anachronistic to see the M203 in use as it entered service only in 1969. A more historically-accurate choice would have been the [[XM148 grenade launcher]]. Like earlier games, the full 40mm grenade stands in for the spent casing during the reload animation.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC M203A1.jpg|thumb|none|400px|Knight's Armament Company M203A1 with 9&amp;quot; barrel - 40x46mm. Intended for attachment only to M4 Carbines, also available with a 12&amp;quot; barrel like in the game.]]&lt;br /&gt;
[[File:CODBO M203 (1).jpg|thumb|none|600px|M203A1 mounted on an M16.]]&lt;br /&gt;
[[File:CODBO M203 (2).jpg|thumb|none|600px|Reloading an M203A1 mounted on an M14.]]&lt;br /&gt;
[[File:Aug m203.jpg|thumb|none|400px|Steyr AUG A1 (5.56x45mm) with M203PI grenade launcher.]]&lt;br /&gt;
[[File:CODBO M203 (3).jpg|thumb|none|600px|Reloading an M203A1 mounted on an AUG. Note the heat shield; the AUG gains this heat shield when any of the three underbarrel attachments are attached, which appears to be based on the heat shield of the M203PI.]]&lt;br /&gt;
&lt;br /&gt;
=== Underbarrel Flamethrower ===&lt;br /&gt;
&lt;br /&gt;
A seemingly improvised flamethrower appears as an underbarrel attachment. It appears to have been made from an M203 trigger mechanism mated with a miniature fuel tank and a modified GP-30 serving as igniter. When mounted on the M16, the flamethrower gains a rifle length M203 grenade launcher heat shield painted in red (with two less vent holes). Mounting it on the &amp;quot;Commando&amp;quot; gives it a shortened red M203 heat shield, and mounting it on the FAMAS gives it an even shorter one.&lt;br /&gt;
[[File:CODBO Flamethrower (1).jpg|thumb|none|600px|Flamethrower mounted on an IMI Galil.]]&lt;br /&gt;
[[File:CODBO Flamethrower (2).jpg|thumb|none|600px|Reloading the device. Regardless of any remaining fuel left in the first tank, it will be discarded.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
&lt;br /&gt;
The Crossbow is a new weapon that featured in ''Call of Duty: Black Ops''. The crossbow appears in the campaign missions &amp;quot;Executive Order&amp;quot; and &amp;quot;WMD&amp;quot;, which are set in Baikonur and the Ural Mountains, respectively. In multiplayer, crossbows only fire explosive bolts; in singleplayer, they can also fire normal bolts and, on one occasion in &amp;quot;Executive Order&amp;quot;, a zipline. Crossbows in singleplayer also often have scopes attached, using anachronistic slotted accessory rails.&lt;br /&gt;
&lt;br /&gt;
Design-wise, the crossbow appears to be a custom made weapon using a stock and pistol grip from an [[AR-18]] rifle. In an apparent reference to ''[[Rambo: First Blood Part II]]'', the appearance of the explosive tips is modeled after the explosive tips in the cult action film.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|500px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:RamboIItorquebow-1.jpg|thumb|none|500px|Rambo's explosive arrow tips as seen in ''Rambo: First Blood Part II''.]]&lt;br /&gt;
[[File:CODBO Crossbow (1).jpg|thumb|none|600px|The vanilla crossbow in multiplayer.]]&lt;br /&gt;
[[File:CODBO Crossbow (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CODBO Crossbow (3).jpg|thumb|none|600px|Resetting the drawstring.]]&lt;br /&gt;
[[File:CODBO Crossbow (4).jpg|thumb|none|600px|Hudson's crossbow in &amp;quot;WMD,&amp;quot; note the scope and &amp;quot;Siberia&amp;quot; camouflage.]]&lt;br /&gt;
[[File:CODBO Crossbow (5).jpg|thumb|none|600px|Loading an explosive arrow.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears exclusively in the top-down Zombies map Dead Ops Arcade. The in-game model only consists of the gun group; the tank group is missing.&lt;br /&gt;
&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2A1-2 Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
Generic [[Flintlock Pistol]]s are seen in the prestige 2 badge.&lt;br /&gt;
&lt;br /&gt;
[[File:Sparroflintlock.jpg|thumb|none|300px|Prop replica of Jack Sparrow's 'Pirates' flintlock.]]&lt;br /&gt;
&lt;br /&gt;
=Stock Footage=&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
An [[Armalite AR-18]] is briefly shown in a stock photo used in the introduction to the first mission, &amp;quot;Operation 40&amp;quot;, to illustrate Cuban exiles training for the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|A still from the intro showing a soldier training with the AR-18. Also note the [[M1 Carbine]] with post-war upgrades used by the man to his right. The AR-18 along with the BDU uniforms is anachronistic to the Bay of Pigs, however, in this case the error is due to the stock image used to stand in for archival footage actually being a 1986 [https://www.gettyimages.dk/detail/news-photo/miami-cuban-exiled-community-rehearsing-mock-invasion-of-news-photo/200561388-001 photo] of Cuban exiled community rehearsing mock invasion of Cuba.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The actual [[Carcano M91/38]] carbine used on November 22, 1963 by Lee Harvey Oswald to assassinate U.S. President John F. Kennedy, can be seen for a second in a trailer. This is the first of many allusions to Kennedy's assassination throughout the game's campaign. This gun does not appear in-game.&lt;br /&gt;
[[File:Oswald-Carcano.jpg|thumb|none|500px|Actual Carcano M91/38 used by Lee Harvey Oswald to assassinate John F. Kennedy - 6.5x52mm]]&lt;br /&gt;
[[File:CoDBO-Carcano.jpg|thumb|none|500px|The rifle seen in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
An [[M1 Carbine]] briefly appears in the introduction to the &amp;quot;Operation 40&amp;quot; level, used in a stock photo of soldiers training with weapons to stand in for Cuban exiles being trained before the Bay of Pigs invasion.&lt;br /&gt;
&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War-era M1 Carbine with birch stock, adjustable rear sight, bayonet lug, and twin magazine pouch - .30 Carbine]]&lt;br /&gt;
[[File:BO-AR18.jpg|thumb|none|600px|The anachronistic still image from the &amp;quot;Operation 40&amp;quot; intro. The man to the right of the closest one is holding an M1 carbine, with the bayonet lug and adjustable rear sight clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
A Viet Cong fighter carrying a [[RPD]] light machine gun runs across the TV screens in the same setting.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:CODBO RPD.jpg|thumb|none|600px|The RPD as seen on the four screens on the right side.]]&lt;br /&gt;
&lt;br /&gt;
==M79==&lt;br /&gt;
Archival footage of the Vietnam War seen on the televisions in the main menu interrogation room include footage of a US soldier firing an [[M79 grenade launcher]].&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:CODBO M79.jpg|thumb|none|600px|The M79 is visible in the far leftmost screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1531759</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1531759"/>
		<updated>2022-11-08T01:32:37Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Barrett MRAD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly  Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare''. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. However, some weapon inspect animations (especially with certain weapons such as the Benelli M4 and the Model 336) do not reflect if the weapon is empty or not.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms in ''Modern Warfare II'' are the following:&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* Fennec (KRISS Vector-based weapons)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* RAAL Platform (SIG-Sauer machine guns)&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the pistol instead of being a weapon perk.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and it's said to be manufactured by Sakin, the in-game IWI. The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It appears to be based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro. &lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up throught them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock_17_with_Flux_Defense_Stock_Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:Sig-sauer-p220-x-six-45acp-9mm.jpg|thumb|none|300px|SIG-Sauer P220 X-Six - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:MW22 M500.jpg|thumb|none|600px|The Model 500 in the loadout screen.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
What looks like the previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911-type handgun in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot;. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 P90.jpg|thumb|none|600px|The P90 in the loadout screen. The barrel is noticeably longer and the grips are sharper compared to the real gun. Also note the lack of ejection port.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot;.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;Vel 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the slightly extended barrel and rail (the latter seemingly inspired by the KRISS MK1 Modular Rail) and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Despite this, it cannot accept any underbarrel accessories in multiplayer (Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs, however).&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and it is currently exclusive to singleplayer.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk.&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well(8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. The model depicted is a hybrid of the early AAC version and the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there is no enemies to effectively combat with.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep. You can't hear it but there's a very angry ex-Spetsnaz member screaming in the background after seeing such action.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;IG-K30 406mm&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AKS74U.jpg|thumb|none|600px|The AKS-74UN in the loadout screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74u in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDWS 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the length of the barrel and cocking tube is between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extened magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Century Arms C93 pistol.jpg|thumb|none|350px|Century Arms C93 pistol - 5.56x45mm NATO. The &amp;quot;Lachmann-556&amp;quot; has a slightly longer barrel than this weapon.]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16-style handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel an rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTAC Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM_16_CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The M16A3 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16A3.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16A3 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel of approximately 9 inches. It is currently not available in multiplayer. It is seen in the campaign in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick while he is an NPC.&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with a Holosun red dot sight (presumably the same optic that appeared in the previous game) can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;. It is currently not available in the game, but has been datamined and was seen in an official screenshot. Either due to a glitch or error, the &amp;quot;Victus XMR&amp;quot; name is instead appended to the MCPR-300/Barrett MRAD in game, especially in campaign.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot;. In campaign either due to a glitch or error, it is given the name &amp;quot;Victus XMR&amp;quot; instead of it's correct MCPR-300 designation.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 HK21.jpg|thumb|none|600px|The HK21 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;. Sakin means &amp;quot;Knife&amp;quot; in Hebrew.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR.&amp;quot;&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] will again be featured as a standard rocket launcher in ''MWII''. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1531758</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1531758"/>
		<updated>2022-11-08T01:31:24Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Accuracy International AW50 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly  Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare''. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. However, some weapon inspect animations (especially with certain weapons such as the Benelli M4 and the Model 336) do not reflect if the weapon is empty or not.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms in ''Modern Warfare II'' are the following:&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* Fennec (KRISS Vector-based weapons)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* RAAL Platform (SIG-Sauer machine guns)&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the pistol instead of being a weapon perk.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and it's said to be manufactured by Sakin, the in-game IWI. The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It appears to be based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that holds 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro. &lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up throught them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock_17_with_Flux_Defense_Stock_Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, a part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish, similar to the [[Glock 19X]]. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|300px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[File:Mw 22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. Despite being a DA/SA handgun, the trigger will always remain in the single action position, even when decocked.&lt;br /&gt;
it feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:Sig-sauer-p220-x-six-45acp-9mm.jpg|thumb|none|300px|SIG-Sauer P220 X-Six - .45 ACP]]&lt;br /&gt;
[[File:P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:MW22 M500.jpg|thumb|none|600px|The Model 500 in the loadout screen.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
What looks like the previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911-type handgun in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system. It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|A SPECGRU soldier wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Inspecting the AR-57.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Flipping the gun over and checking out the fancy QR code sticker.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Reloading the AR-57 midway through a magazine.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A brief look at the bolt before inserting a fresh P90 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot;. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 P90.jpg|thumb|none|600px|The P90 in the loadout screen. The barrel is noticeably longer and the grips are sharper compared to the real gun. Also note the lack of ejection port.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot;.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;Vel 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the slightly extended barrel and rail (the latter seemingly inspired by the KRISS MK1 Modular Rail) and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Despite this, it cannot accept any underbarrel accessories in multiplayer (Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs, however).&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45 round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and it is currently exclusive to singleplayer.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk.&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well(8, 10 and 12). It was probably going to be part of the AK platform being unlocked from the RPK as the Vepr-12 is based on it.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. The model depicted is a hybrid of the early AAC version and the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there is no enemies to effectively combat with.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep. You can't hear it but there's a very angry ex-Spetsnaz member screaming in the background after seeing such action.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even when the stock is removed, which would make this technique impossible to pull off.&lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders and alternative options include 20-round black polymer mags, a 45-round classic red magazine and a 60-round quad-stack black magazine.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;IG-K30 406mm&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, even including the impossible reloading technique without the stock.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AKS74U.jpg|thumb|none|600px|The AKS-74UN in the loadout screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74u in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50 round drum, are available as extended options.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDWS 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30 round magazines, but 40 round PMAGs and 60 round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
It is a favorite of Shadow Company operators in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its left side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Right side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the length of the barrel and cocking tube is between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30 round magazines by default, but it can also use 20 round magazines (that hold 15 rounds), 40 round extened magazines or a 60 round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Century Arms C93 pistol.jpg|thumb|none|350px|Century Arms C93 pistol - 5.56x45mm NATO. The &amp;quot;Lachmann-556&amp;quot; has a slightly longer barrel than this weapon.]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Right side of the shortened HK93. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|601px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16-style handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40 round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel an rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a Block III M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTAC Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM_16_CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The M16A3 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16A3.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16A3 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel of approximately 9 inches. It is currently not available in multiplayer. It is seen in the campaign in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick while he is an NPC.&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with a Holosun red dot sight (presumably the same optic that appeared in the previous game) can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;. It is currently not available in the game, but has been datamined and was seen in an official screenshot. Either due to a glitch or error, the &amp;quot;Victus XMR&amp;quot; name is instead appended to the MCPR-300/Barrett MRAD in game, especially in campaign.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot;.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 HK21.jpg|thumb|none|600px|The HK21 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;. Sakin means &amp;quot;Knife&amp;quot; in Hebrew.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR.&amp;quot;&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, identified as &amp;quot;Hellscream 40mm&amp;quot; in the gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign and Special Operations as the &amp;quot;REV G-80&amp;quot;, firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] will again be featured as a standard rocket launcher in ''MWII''. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1530077</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1530077"/>
		<updated>2022-11-02T19:05:32Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Heckler &amp;amp; Koch HK94A3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
A continuation of ''Modern Warfare'''s storyline, the plot follows the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly  Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare''. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles, marksman rifles, light machine guns, and sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments.&lt;br /&gt;
&lt;br /&gt;
The current known Weapon Platforms in ''Modern Warfare II'' are the following:&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* AK-47 Platform (AK-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* Fennec (KRISS Vector-based weapons)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* RAAL Platform (SIG-Sauer machine guns)&lt;br /&gt;
* Bull Platform (Steyr AUG-based weapons)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot;. The new model features Picatinny rails on the 12 o'clock and 6 o'clock positions, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 DEAGLE.jpg|thumb|none|600px|The Desert Eagle in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot; is a stylized [[Glock 17|Glock 17 MOS]] with front slide serrations. It appears to be based on a 5th generation version, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It was first seen in the reveal trailer, equipped with a red dot sight in the hands of Kyle Garrick. Another Glock is later seen in Ghost's chest holster. It is used by Russian PMCs in-game.&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:MW22 G17.jpg|thumb|none|600px|The Glock 17 in the loadout screen. Note the non-standard grip texture.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:MWII-Trailer-Glock2.jpg|thumb|none|600px|Another Glock in Ghost's chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
A carbine conversion kit with an AR-15 style T-handle, resembling the [[FAB Defense KPOS Scout]], is available for the X13.&lt;br /&gt;
&lt;br /&gt;
A 3D printed pistol apparently based on the in-game Glock 18 model appears in the post-credits scene.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:MW22 G18.jpg|thumb|none|600px|The tan Glock 18 in the loadout screen. It seems to have a grip texture that looks more like the real Gen 5 pattern.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
The [[SIG-Sauer P220|SIG-Sauer P220 Elite]] appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta, Bruen seeming to be the equivalent to SIG Sauer). The decocker is actually used during the inspect animation and when reholstering the pistol. A double-action only DAK trigger group is available.&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:MW22 P220.jpg|thumb|none|600px|The SIG in the loadout screen.]]&lt;br /&gt;
[[File:MWII-P220-1.jpg|thumb|none|600px|John Price using a suppressed P220 in the reveal trailer.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. It has &amp;quot;Bryson .500 Magnum&amp;quot; markings on the barrel.&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:MW22 M500.jpg|thumb|none|600px|The Model 500 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
The [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot;. It is depicted with traditional AR-15 style charging handle at the rear, whereas the real AR-57 has a right-side charging handle.&lt;br /&gt;
[[File:AR-57.jpg|thumb|none|450px|AR-57 - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'') appears as the &amp;quot;PDSW 528&amp;quot;. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the &amp;quot;9.5&amp;quot; Duke-30&amp;quot; barrel attachment.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 P90.jpg|thumb|none|600px|The P90 in the loadout screen. The barrel is noticeably longer and the grips are sharper compared to the real gun. Also note the lack of ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:MW22 MP5.jpg|thumb|none|600px|The faux-MP5 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot;.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the slightly extended barrel and rail (the latter seemingly inspired by the KRISS MK1 Modular Rail) and the two-tone finish that distinguish it from Modern Warfare's model.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend.&lt;br /&gt;
[[file:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] with a stock inspired by the SIG collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and it is currently exclusive to singleplayer.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
The MPX can be modified with a 4.5&amp;quot; barrel, turning it into an [[SIG-Sauer MPX K|MPX K]]. In this configuration, it is fitted with an M-LOK handguard that is slightly longer than it should be.&lt;br /&gt;
[[File:MPX K M-LOK PCB.jpg|thumb|none|450px|SIG-Sauer MPX K (Gen 2) with M-LOK handguard, PCB folding brace and Timney trigger - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk.&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;.&lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
The &amp;quot;Bryson 800&amp;quot; can be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AAC / Q Honey Badger hybrid==&lt;br /&gt;
A stylized [[AAC Honey Badger|Honey Badger]] carbine appears as the &amp;quot;Chimera&amp;quot;. The model depicted is a hybrid of the early AAC version and the current Q model. It is briefly available in singleplayer during the opening mission (without its integrated suppressor), but it serves no practical use as there is no enemies to effectively combat with.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right.]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, though it retains the AK-103's front sight block. It can also be fitted with an AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, or an [[AKMS]]'s underfolding stock with the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103.jpg|thumb|none|600px|The AK-103 in the loadout screen. All of the modernized AKs have railed handguards.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545.&amp;quot;&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;IG-K30 406mm&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty.&lt;br /&gt;
&lt;br /&gt;
The progression screen in the beta shows it with a polymer 7.62x39mm magazine, so an [[AKMSU]] conversion might be planned in the final release. A variant with Zenitco handguard and stock is available. &lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AKS74U.jpg|thumb|none|600px|The AKS-74UN in the loadout screen.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. A typo in the gunsmith erroneously describes the weapon as firing &amp;quot;7.26mm&amp;quot; cartridges.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is apparently chambered in 6.5mm Creedmoor.&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot;. It is depicted with incorrect H&amp;amp;K style fire selector markings.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|450px|none|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 16.jpg|thumb|none|600px|The SCAR-L in the loadout screen.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] converted to full-auto appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[Heckler &amp;amp; Koch G3A3|G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 G3.jpg|thumb|none|600px|The HK91A2 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A full-auto converted [[Heckler &amp;amp; Koch HK93A2]] appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the select-fire [[HK33]].&lt;br /&gt;
&lt;br /&gt;
By default, it has a shortened barrel and cocking tube, the length being between the HK33 and [[HK53]]. It can be made properly HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or with an HK33K-esque barrel (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 HK33.jpg|thumb|none|600px|The shortened HK93A2 in the loadout screen. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with an [[MP5SD]] style integrally suppressed barrel. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom URGI themed [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16-style handguard, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. According to pre-release materials, the in-game base M4-type carbine will be a base weapon with numerous variants included as part of an unlock tree in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:MW22 M4.jpg|none|thumb|600px|The custom AR-15 in the loadout screen. Unlike the Colt Model 933 in the previous game, this rifle actually has an auto sear pin.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|Promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault prominently showcase the &amp;quot;M4&amp;quot; and its customization options. Some of the customization options include the M16A2-style plastic handguards seen on early M4 carbines, a SAI GRY 14.5/KAC URX 3.1/Daniel Defense RIS II frankenstein handguard, and a Troy M7A1-esque buttstock, among other options.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle, even though the real .458 SOCOM cartridge isn't a full-powered one.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10 round magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is the select-fire variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an M39 EMR-length gas block.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 Rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM_16_CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[Mk 14 Mod 0 EBR]] appears as the &amp;quot;EBR-14&amp;quot;, classed as a marksman rifle.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground, left. In the final game, Soap is holding a Vector.]]&lt;br /&gt;
&lt;br /&gt;
==M16A3==&lt;br /&gt;
The [[M16A3]] (Colt Model 901) appears as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an [[M16A4]], but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst; more confusingly, the markings on the magwell claim it is an M16A2 lower receiver. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A properly functioning M16A3-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned above, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Is incorrectly used by the Mexican Army, instead of a more correct [[FX-05 Xiuhcoatl]] or [[G3]].&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:MW22 M16.jpg|thumb|none|600px|The M16A3 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;LX-97 Torque Barrel&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]].&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] appears as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel of approximately 9 inches. It is currently not available in the game, but it has been datamined.&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with a Holosun red dot sight (presumably the same optic that appeared in the previous game) can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;. It is currently not available in the game, but it has been datamined.&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot;.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game. The first one is the &amp;quot;SP-R 208&amp;quot; returning from from ''Modern Warfare'' in the marksman rifles class.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is a modified version of the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare''.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus&amp;quot;.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 HK21.jpg|thumb|none|600px|The HK21 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38&amp;quot;. Sakin means &amp;quot;Knife&amp;quot; in Hebrew.&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]] returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG's 2020 prototype style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60 round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features).&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;Strela-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR.&amp;quot;&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears exclusively in the campaign as the &amp;quot;REV G-80&amp;quot;.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] will again be featured as a standard rocket launcher in ''MWII''. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
A tooltip showing a [[Model 7290 flashbang grenade]] is seen in the gameplay trailer. It appears to be incorrectly dubbed the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
An AH-64D Apache is shown firing its [[M230 Chain Gun]] in the trailer.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava style tank.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1526454</id>
		<title>State of Decay 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1526454"/>
		<updated>2022-10-18T02:58:47Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Heckler &amp;amp; Koch MP5SD6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''State of Decay''&lt;br /&gt;
|picture = State of Decay 2 box art 1.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[State of Decay (disambiguation)|''State of Decay'']]&lt;br /&gt;
|date= May 22, 2018&lt;br /&gt;
|developer= Undead Labs&lt;br /&gt;
|platforms= Microsoft Windows&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher= Xbox Game Studios&lt;br /&gt;
|genre=Action-adventure&amp;lt;br&amp;gt;Survival horror&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''State of Decay 2''''' is the 2018 third-person sequel to [[State of Decay]], the open world zombie apocalypse video game developed by Undead Labs and published by Microsoft Studios. It blends various genres including action, stealth, role-playing, co-op, strategy and survival horror in its depiction of a community attempting to rebuild during a zombie apocalypse, taking place in five different maps in unknown rural areas of the U.S. Players control characters as they scavenge supplies, sneak and fight to survive and protect their group of fellow survivors. In a sense, the player plays as the entire community, rather than one character, and can switch between individual characters to control.&lt;br /&gt;
&lt;br /&gt;
The game's combat has an equal focus on melee weapons and firearms, and it features an incredible host of guns divided into several categories across eleven calibers. The categories are &amp;quot;pistol&amp;quot;, &amp;quot;assault pistol&amp;quot;, &amp;quot;revolver&amp;quot;, &amp;quot;rifle&amp;quot;, &amp;quot;assault&amp;quot; (any select-fire weapon that would otherwise be in the rifle category, this includes submachine guns, assault rifles, and battle rifles), &amp;quot;shotgun&amp;quot;, &amp;quot;assault shotgun&amp;quot; (any self-loading shotgun), anti-materiel rifles, and various miscellaneous weapons such as crossbow. Typically least 5 new guns are added monthly in the shape of new &amp;quot;bounty broker rewards&amp;quot;. Due to the sheer variety of different guns available, calibers are simplified somewhat for gameplay purposes. Some guns are described as being rechambered in more common calibers, and 'similar' calibers are grouped together for simplicity's sake (e.g. 7.62x39, 7.62x51, and .30-06 guns all use &amp;quot;7.62&amp;quot; ammo). &lt;br /&gt;
&lt;br /&gt;
With exceptions for bolt action rifles and pump action shotguns, all weapons in each category share a single reload animation for that category. This means that to load weapons like an [[MP5]] or an [[M4]], the player goes through the exact same animations that they would for loading an [[AK-47]], which means yanking an imaginary charging handle on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons and ammunition can be found by looting various buildings in the valley, like houses, gun shops, police stations and military camps. While individual items of loot are largely randomized, which means that what guns you find varies widely from one playthrough to the next, different categories still have higher chances of showing up in certain places. I.E. a barn/house with a deer skull/cabin in the woods is far more likely to have a bolt action rifle then a grocery store or gas station, and a prepper shed, police station or gun store would be more likely to have an AR-15.&lt;br /&gt;
&lt;br /&gt;
Weapon accuracy, rate of fire and recoil are affected by the player character's skill level, as is the speed of reloading and clearing jams. The game's guns feature durability, jamming (when at low condition), +1 reloading where appropriate, varying levels of noise depending on design and caliber, and many of them can be fitted with suppressors to muffle their report. Sights and magazines are locked to the guns themselves, and cannot be swapped around like suppressors. When in a safe area like a base, reloading  an empty weapon capable of +1 reloading automatically chambers an extra round from your ammo supply as well as giving you a full magazine.&lt;br /&gt;
&lt;br /&gt;
For balance reasons, the suppressors speed up damage the weapons take, rather than getting damaged themselves, with a sliding scale of how much damage they do following the grade of suppressor. An improvised suppressor, made from a fuel filter, will suppress slightly less, and violently speed up the rate the gun loses durability, then an advanced suppressor, modelled after an Osprey 9, which will suppress very well, and barely speed up the rate the weapon takes damage. Any damage to a weapon can be repaired with &amp;quot;spare parts&amp;quot;, a crafting material that you can find, or acquire by breaking down weapons, but certain more complex weapons will require far more.&lt;br /&gt;
&lt;br /&gt;
Other than the Juggernaut zombies, any bullet will kill any zombie with a single brain shot. This allows &amp;quot;weaker&amp;quot; weapons to stay viable over short ranges, also allowing the player to spread out their ammo choices, rather then using up all their 5.56, then having to use a useless caliber.&lt;br /&gt;
&lt;br /&gt;
The weapon mechanics, while somewhat arcade-y, do force realism upon the players choices. Such as taking a PPK over an AR-15, you know that the AR is far more accurate, has a larger magazine, and hits harder, but the PPK is a fifth of the weight, the ammo is much lighter, and the .22 LR will still kill a zombie with a single headshot.&lt;br /&gt;
&lt;br /&gt;
Due to the emphasis on stealth, sound is a huge factor in gameplay. Any sound, from a broken window to a gunshot, can attract any zombies within earshot. Accordingly, louder guns are more hazardous to use due to the amount of attention they bring, and suppressors are a big asset, though it's a trade off with the damage they do to weapons. Each weapon has a stat called &amp;quot;quietness&amp;quot; that determines the range at which zombies can hear shots and how effective suppressors are.&lt;br /&gt;
&lt;br /&gt;
Every few months, the game introduces a set of new weapons, unlockable via an NPC known as Cash Beaumont, A.K.A. the Bounty Broker, a post-apocalypse philanthropist who will award you rare items in return for doing generic things. The rarer/better the item, the more extensive the challenge will be. All the challenges are somewhat tied into the item, for example, killing 80 zombies with automatic weapons grants you a specific [[BAR]] variant. These items CAN be found in ambient loot, but are far rarer than guns in the base game. Because the majority of in game weapons are real world civilian weapons that would be practical for American citizens in rural areas, the Bounty Broker weapons serve as an excuse for the devs to introduce less practical firearms, such as a fully automatic [[AKS-74U]] that has no business appearing in regular loot.&lt;br /&gt;
&lt;br /&gt;
Up until September of 2021, the player could only carry one ranged weapon, regardless of side, but can now carry a pistol or certain shotguns on the thigh as a sidearm, and any other ranged weapon on their back.&lt;br /&gt;
&lt;br /&gt;
There are several variants of the same weapon in the game. They differ in the size of the magazine, sight or caliber.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example &amp;quot;1911&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;1911&amp;quot; - The basic model of the weapon. 7-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Dillinger Pattern 1911&amp;quot; - Same model. It has a magazine for 20 rounds and an automatic shot mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example &amp;quot;Ruger Mk III&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. The basic model of the weapon. 10-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Competition Mk3&amp;quot;. The gun has a quick-change magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Sighted Mk3&amp;quot;. Pistol with RDS sight.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. 20-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The article shows the basic models of weapons.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer Longslide==&lt;br /&gt;
The [[AMT Hardballer|AMT Hardballer Longslide]] appears in the game as the &amp;quot;1911 Long Slide&amp;quot;.&lt;br /&gt;
[[file:ED 45.jpg|thumb|none|350px|AMT Hardballer Longslide with laserlock sight as used in the film [[Terminator, The (1984)]] - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 3.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears in the game as the &amp;quot;M9&amp;quot;.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm. US military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] comes in two variants: &amp;quot;Surplus M1911&amp;quot; and &amp;quot;WWII Commander`s 1911&amp;quot;.&lt;br /&gt;
[[file:M1911Colt.jpg‎|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 P-07 Duty==&lt;br /&gt;
The [[CZ_75#CZ_75_P-07_Duty|CZ 75 P-07 Duty]] appears in the game as the &amp;quot;P-07&amp;quot;, &amp;quot;P-07 Pro&amp;quot; and &amp;quot;Sighted P-07&amp;quot;.&lt;br /&gt;
[[file:CzP07Duty.jpg|thumb|none|350px|CZ 75 P-07 Duty - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] comes in two versions. With and without a compensator. The versions without the compensator are &amp;quot;Vulture .44&amp;quot;, &amp;quot;Vulture .44-Ex&amp;quot; and &amp;quot;King Vulture .44&amp;quot;. The compensator versions are &amp;quot;Brock's Golden Vulture .44&amp;quot;, &amp;quot;Police Auction Golden Vulture&amp;quot; and &amp;quot;RTX Rampart&amp;quot;.&lt;br /&gt;
[[File:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX (Current Production) - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45 Tactical==&lt;br /&gt;
The [[FN_FNP#FNP-45|FN FNP-45 Tactical]] appears in the game as the &amp;quot;F45 Tactical&amp;quot;.&lt;br /&gt;
[[File:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game as the &amp;quot;G17&amp;quot;, &amp;quot;Precision G17&amp;quot;, &amp;quot;G18 Auto&amp;quot; and &amp;quot;G18 Auto Custom&amp;quot;. It is identifiable as a 5th generation model by the ambidextrous slide stop and the lack of finger grooves. It has a high capacity and fire rate, as well as common and low-weight ammunition. It breaks after ~154 shots.&lt;br /&gt;
[[File:Glock17Gen5.jpg|thumb|none|350px|Glock 17 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 1.jpg|thumb|none|600px|The pistol in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 2.jpg|thumb|none|600px|The Glock being aimed.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
The [[Glock 19X]] appears in the game, incorrectly referred to as the &amp;quot;G45&amp;quot; and &amp;quot;G45 Burst&amp;quot;. While the Glock 45 and Glock 19X are visually identical (the difference being the 19X is only offered in coyote color, has no forward slide serrations while the 45 is only offered in black, sports forward slide serrations and is slightly wider) the lack of forward slide serrations on the ingame model would suggest it is a Glock 19X but black.&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|350px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 1.jpg|thumb|none|600px|Pistol in game. Since no forward slide serrations can be seen, it can be inferred the gun is actually a black Glock 19X, not a Glock 45. Glock 19Xs have no forward slide serrations while the Glock 45 does, otherwise the two handguns are visually identical.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
The [[Glock 26]] appears in the game as the &amp;quot;G26&amp;quot; and &amp;quot;G26 FDE&amp;quot;. The frame is depicted with an accessory rail, which unmodified Glock 26s do not have in reality.&lt;br /&gt;
[[File:Glock26 Gen5.jpg|thumb|none|350px|Glock 26 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 26 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2Glock 26 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 34==&lt;br /&gt;
The [[Glock 34]] Gen 5 appears in the game as the &amp;quot;G34&amp;quot; and &amp;quot;G34 FDE&amp;quot;. Of note is that the 5th generation version of the Glock 34 is only manufactured with a MOS (Modular Optic System) configuration in reality, whereas the in-game weapon doesn't appears to be MOS-configured. It serves a slightly heavier but slighter more accurate version of the [[Glock 17]]. Other than that, it is identical in every way.&lt;br /&gt;
[[File:Glock34 Gen5 MOS.jpg|thumb|none|350px|Glock 34 MOS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Compact Protector==&lt;br /&gt;
A two-tone [[Wilson Combat &amp;quot;Protector&amp;quot;]] appears under the name &amp;quot;1911&amp;quot;, taking .45 ACP as it should. It's a usable weapon, but its loud report, high weight, heavy and rarer ammo, low capacity, high recoil, and slow fire rate ensure it plays second fiddle to the majority of the game's 9mm handguns in every factor other than durability, breaking after ~154 shots. An alternate version named the Hobbyist's 1911 comes with a 10 round extended magazine and a reflex sight appears. 1911's hammers are incorrectly modeled to be down, except when the slide is back.&lt;br /&gt;
[[Image:WilsonProtector.jpg|thumb|none|350px|Wilson Combat &amp;quot;Protector&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears in the game as the &amp;quot;Target Mk3&amp;quot;, &amp;quot;Competition Mk3&amp;quot;, &amp;quot;Extended Mk3&amp;quot; and &amp;quot;Sighted Mk3&amp;quot;.&lt;br /&gt;
[[file:Ruger MkIII Target.jpg‎|thumb|none|350px|Ruger Mk III Target - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Legion==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Legion]] appears in the game as the &amp;quot;P220-9&amp;quot;, &amp;quot;P220-9 Elite&amp;quot;, &amp;quot;P220-45&amp;quot;, &amp;quot;P220-45 Elite&amp;quot;, &amp;quot;P226&amp;quot;, &amp;quot;P226 Elite&amp;quot; and &amp;quot;M17&amp;quot;. Its depiction as the military issue M17 is incorrect; the M17 is actually based on the newer P320 series of pistols.&lt;br /&gt;
[[file:P226 legion.jpg|thumb|none|350px|SIG-Sauer P226 Legion - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] appears in the game as the &amp;quot;Echo-S6 Pistol&amp;quot; and &amp;quot;Restored Echo-S6 Pistol&amp;quot;. However the ingame version is chambered for .45 ACP, making it technically a Maxim 45. The real world Maxim does not offer other chamberings except 9mm.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|350px|none|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 1.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther PPK]] appears in the game as the &amp;quot;PPK&amp;quot;, &amp;quot;Micro Dot PPK&amp;quot; and &amp;quot;Sleeper Cell PPK&amp;quot;. It is chambered in .22LR, a characteristic of some PP and PPK/S commercial models, but not done with actual PPK pistols.&lt;br /&gt;
[[file:Waltherppk32acp.jpg‎|thumb|none|350px|Walther PPK - .32 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ M2==&lt;br /&gt;
The [[Walther PPQ M2]] appears in the game as the &amp;quot;PPQ 45&amp;quot; and &amp;quot;PPQ 9&amp;quot;. &lt;br /&gt;
[[File:Walther PPQ-M2 9mm.jpg|thumb|none|350px|Walther PPQ M2, note the button magazine release - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 1.jpg|thumb|none|600px|A holstered PPQ, which gives a good view of the M2's magazine release button.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 2.jpg|thumb|none|600px|Aiming the modern Walther.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CLEO Pistol&amp;quot;==&lt;br /&gt;
The pistol appears in the game as the &amp;quot;CLEO Pistol&amp;quot; and &amp;quot;CLEO Machine Pistol&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 5.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Chiappa Rhino 50DS==&lt;br /&gt;
The [[Chiappa Rhino 50DS]] appears in the game as the &amp;quot;Safari Razorback .44&amp;quot;.&lt;br /&gt;
[[File:Chiappa Rhino 5&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 50DS (5&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1917 Revolver==&lt;br /&gt;
The [[Colt M1917 Revolver]] appears in the game as the &amp;quot;M1917 Revolver&amp;quot;.&lt;br /&gt;
[[file:ColtModel1917ArmyEx.jpg|thumb|none|350px|Colt M1917 Revolver - .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1917 Revolver Visually Modified===&lt;br /&gt;
The revolver appears in the game as the &amp;quot;OSS Silent Night&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in the game as the &amp;quot;Viper&amp;quot;, &amp;quot;Hunter's Viper&amp;quot; and &amp;quot;Old Lawman's Viper&amp;quot;.&lt;br /&gt;
[[File:Colt-Python.jpg|thumb|none|350px|Colt Python - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1875==&lt;br /&gt;
The [[Remington 1875]] appears in the game as the &amp;quot;Model 1875 Fuorilegge&amp;quot; and &amp;quot;Model 1875 Sceriffo&amp;quot;.&lt;br /&gt;
[[file:Remington 1875.jpg|thumb|none|350px|Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:Ub75Army.jpg|thumb|none|350px|Ubertl replica of a Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 3.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 4.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]] appears in the game as the &amp;quot;Blackhawk .45 Revolver&amp;quot; and &amp;quot;Rinnegato .45 Revolver&amp;quot;.&lt;br /&gt;
[[file:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger SP101==&lt;br /&gt;
The [[Ruger SP101]] appears in the game as the &amp;quot;SP101 Tassie Devil&amp;quot; and &amp;quot;SP101 Devilette .22&amp;quot;.&lt;br /&gt;
[[file:Sp101 2inch 350.jpg|thumb|none|350px|Ruger SP101 - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] appears in the game as the &amp;quot;Model 29&amp;quot; and &amp;quot;Hunter's Model 29&amp;quot;.&lt;br /&gt;
[[File:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 460 / 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 460]] or [[Smith &amp;amp; Wesson Model 500]]  appears in the game as the &amp;quot;Echo-S1 Revolver&amp;quot; , &amp;quot;Restored Echo-S1 Revolver&amp;quot;. However unlike those revolvers which are chambered in magnum calibers, the Echo-S3 is instead chambered for .22LR rounds, making it useful for stealthy situations but less practical if large targets like Juggernauts are encountered.&lt;br /&gt;
[[file:460v.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 460 - .460 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:Smith&amp;amp;Wesson500-4inch.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 3.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 986==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 986]] appears in the game as the &amp;quot;9mm Pro 986 Revolver&amp;quot; and &amp;quot;Backup Bossy&amp;quot;.&lt;br /&gt;
[[file:Smith &amp;amp; Wesson Model 986.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 986 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90/Pump-Action Hybrid==&lt;br /&gt;
A hybrid [[Benelli M4|Benelli M4 Super 90]] and pump-action shotgun appears in the game as the &amp;quot;Echo-S3 Shotgun&amp;quot; and &amp;quot;Restored Echo-S3 Shotgun&amp;quot;. It sports an integrally suppressed barrel, custom fore-end and pistol grip and tritium night sights. It appears to be a custom made hybrid shotgun; it sports the receiver and stock of a Benelli M4 Super 90, but appears to be converted to function in pump-action only and with a custom magazine tube and endcap; Benelli M4s are semi-automatic only and sport a 5+1 or 7+1 magazine tube, while the ingame weapon has a 6+1 capacity.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 1.jpg|thumb|none|600px|Shotgun in game. Its hybrid nature is visible here; the receiver and stock are that of a Benelli M4 but everything forward of that is a unique design not based on any existing shotgun.]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 2.jpg|thumb|none|600px|Shotgun in hands. Despite being a pump-action shotgun, it sports a charging handle on the bolt, a feature of semi-automatic shotguns.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] appears in the game as the &amp;quot;AA-12&amp;quot;.&lt;br /&gt;
[[file:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A short barrel and tube [[Franchi SPAS-12]] appears in the game as the &amp;quot;SPAS-12&amp;quot;.&lt;br /&gt;
[[file:Franchi12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk Type 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk Type 97-2|Hawk Type 97-2]] appears in the game as the &amp;quot;Kodiak&amp;quot;, &amp;quot;Kodiak XL&amp;quot; and &amp;quot;RTX Wolverine&amp;quot;. It is depicted as using [[Saiga 12|Saiga]] magazines. It appears to be based on both (shortened) pump-action and the rare semi-auto variants, with the general shape of the first, but with the semi-auto system of the second.&lt;br /&gt;
[[File:Hawk 97-2 short.jpg|thumb|none|400px|Hawk Type 97-2 short - 12 gauge]]&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|400px|Hawk Semi-Auto Shotgun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears in the game as the &amp;quot;KSG&amp;quot; and &amp;quot;Faithful KSG&amp;quot;. Like almost all depictions of it, it is shown mechanically as one long tube, with the animation to switch between tubes absent.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG Visually Modified===&lt;br /&gt;
The visually modified [[Kel-Tec KSG]] appears in the game as the &amp;quot;CLEO Shotgun&amp;quot; and &amp;quot;CLEO Assault Shotgun&amp;quot;.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590]] appears in the game as the &amp;quot;Police M590A1&amp;quot; and &amp;quot;M590 Sea and Sky&amp;quot;. The Sea and Sky variant is shown heavily customized with Magpul furniture, sporting a gray SGA stock and fore-end.&lt;br /&gt;
[[file:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 1.jpg|thumb|none|600px|Shotgun in game. It has a magazine tube restrictor on the end, limiting its capacity to 7+1 shells. M590A1s generally have an 8 round tube plus 1 in the chamber for 9 total rounds. ]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
The M590 Sea and Sky Shotgun can only be obtained through modding the game or by finding it in containers in Trumbull Valley in the Homecoming DLC.&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 1.jpg|thumb|none|600px|Shotgun in game. Despite sporting a full length magazine tube, it only holds 6+1 shells.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590 sawed-off===&lt;br /&gt;
The [[Mossberg 590|Mossberg 590 sawed-off]] appears in the game as the &amp;quot;M590 FDGB&amp;quot;.&lt;br /&gt;
[[file:M590shock.jpg|thumb|none|450px|Mossberg 590 Shockwave - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 930 SPX Tactical==&lt;br /&gt;
The [[Mossberg 930|Mossberg 930 SPX Tactical]] appears in the game as the &amp;quot;930 SPX&amp;quot;.&lt;br /&gt;
[[file:Mossberg 930 SPX Tactical.jpg|thumb|none|450px|Mossberg 930 SPX Tactical - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Custom===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Cold Turkey&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Visually Modified===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Sea Dog Blunderbuss&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
The [[Remington Model 870]] appears in the game as the &amp;quot;Model 870&amp;quot; and &amp;quot;Vintage Model 870&amp;quot;.&lt;br /&gt;
[[file:Rem870WingAP.jpg|thumb|none|450px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 Entry Gun===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 Entry Gun]] with a shortened barrel appears in the game as the &amp;quot;C1-A Ursus&amp;quot; and &amp;quot;CM1-A Breacher&amp;quot;. Its description states that it is a Canadian model which was imported into the US (which is interesting as 870s are manufactured in the United States) while its designation implies it is a Canadian military weapon as service weapons are appended with &amp;quot;C&amp;quot; designations similar to US &amp;quot;M&amp;quot; weapons.&lt;br /&gt;
[[file:Rem870entry.jpg|thumb|none|450px|Remington Model 870 Entry Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 sawed-off===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 sawed-off]] appears in the game as the &amp;quot;870 Sawed-Off&amp;quot; and &amp;quot;Reliable 870 Sawed-Off&amp;quot;.&lt;br /&gt;
[[file:SawnoffShotgun2.jpg|thumb|none|450px|Remington 870 with sawed off barrel and stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] appears in the game as the &amp;quot;R12&amp;quot;, &amp;quot;Trusty R12&amp;quot;, &amp;quot;DEVGRU X12 Infiltrator&amp;quot; and &amp;quot;R12 Import&amp;quot;.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Short-barreled Saiga 12===&lt;br /&gt;
A Saiga 12 with a very short barrel and no stock appears in the game as the &amp;quot;RTX Cyclone&amp;quot; and &amp;quot;RTX Cyclone Tactical&amp;quot;. The magazines are loaded at a wrong angle.&lt;br /&gt;
[[File:Saiga 12K Drum.jpg|thumb|none|450px|Custom Saiga 12K with short barrel - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in the game as the &amp;quot;Model 1887 Shotgun&amp;quot;.&lt;br /&gt;
[[file:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1887 sawed-off===&lt;br /&gt;
The [[Winchester Model 1887|Winchester Model 1887 sawed-off]] appears in the game as the &amp;quot;Sawed-Off Model 1887&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|450px|Winchester Model 1887 sawed-off (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 Trench Gun]] appears in the game as the &amp;quot;M97 Trench Gun&amp;quot;.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==CMMG MkGs Banshee 300==&lt;br /&gt;
The [[CMMG MkGs|CMMG MkGs Banshee 300]] appears in the game as the &amp;quot;Samurai SMG&amp;quot;. It incorrectly models the magazine as being perpendicular to the receiver, when in reality, it is slanted towards the trigger. This angle would make feeding from Glock pattern magazines impossible.&lt;br /&gt;
[[File:CMMG Banshee MkGs FDE finish.jpg|thumb|none|400px|CMMG MkGs Banshee 300 with FDE finish - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears in the game as the &amp;quot;EVO 3&amp;quot;.&lt;br /&gt;
[[file:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 1.jpg|thumb|none|600px|SMG in game. It does not appear to have any sights, which would make aiming difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;MP5A2&amp;quot; , &amp;quot;MP5A2 Spec Ops&amp;quot; , &amp;quot;JL94 Civilian&amp;quot; and &amp;quot;JL94 Custom&amp;quot;. The in-game models are strangely equipped with early type &amp;quot;slimline&amp;quot; handguard, while the UI icons all showing a profile with polymer &amp;quot;tropical&amp;quot; handguard.&lt;br /&gt;
[[file:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2 Visually Modified===&lt;br /&gt;
The visually modified [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;CLEO SMG&amp;quot;.&lt;br /&gt;
[[File:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CLEOMP5 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO MP5 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears in the game as the &amp;quot;SP5K Civilian&amp;quot; , &amp;quot;SP5K Custom&amp;quot; , &amp;quot;MP5K Navy&amp;quot; and &amp;quot;MP5K Spec Ops&amp;quot;.&lt;br /&gt;
[[file:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD6]] appears in the game as the &amp;quot;MP5SD&amp;quot; and &amp;quot;Echo-S4 SMG&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 1.jpg|thumb|none|600px|SMG in game. It strangely has the stock fully collapsed and there is no way to extend it.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 2.jpg|thumb|none|600px|MP5SD in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 1.jpg|thumb|none|600px|Echo-4 SMG in game. Like the other Echo weapons, it sports a flat dark earth (FDE) finish. It also differs from the standard SD6 by having its stock fully extended.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_UMP|Heckler &amp;amp; Koch UMP45]] appears in the game as the &amp;quot;UMP SMG&amp;quot;. It was initially introduced with a 20-round magazine capacity, but a later patch based on community feedback upped the capacity to its correct 25 rounds.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi]] appears in the game as the &amp;quot;Civilian Uzi 22 Pistol&amp;quot; and &amp;quot;Raider's Uzi 22&amp;quot;.&lt;br /&gt;
[[file:MiniUzi 01.jpg|thumb|none|350px|IMI Mini Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|IMI Uzi]] appears in the game as the &amp;quot;Uzi 9mm&amp;quot;. It was added in the &amp;quot;Fearsome Footage&amp;quot; pack which included a number of movie based weapons, such as Negan's barbed wire-wrapped baseball bat from [[The Walking Dead]]. The pack also included [[Terminator]]'s [[AMT Hardballer|&amp;quot;Longslide with the laser sight&amp;quot;]] and [[SPAS-12|&amp;quot;Italian Autoloader&amp;quot;]]. The name is a reference to what the T-800 calls it.&lt;br /&gt;
&lt;br /&gt;
[[file:Uzi.jpg|thumb|none|350px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:EGEBR9FU4AEEPwA (1).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] appears in the game as the &amp;quot;Civilian Vector Ultracompact&amp;quot; , &amp;quot;RTX Piranha&amp;quot; , &amp;quot;Spec Ops Vector SMG&amp;quot; , &amp;quot;Vector SMG&amp;quot; and &amp;quot;Civilian Vector Carbine&amp;quot;.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector EOTech red dot sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:ResidentEvilTDIVector 01.jpg|thumb|none|350px|KRISS USA Gen I Vector with stock removed - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] appears in the game as the &amp;quot;M3 Grease Gun&amp;quot; and &amp;quot;Graveyard Shift&amp;quot;. &lt;br /&gt;
[[File:M3fieldmod.jpg|thumb|none|350px|M3 Grease Gun with &amp;quot;field modified&amp;quot; charging handle - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 1.jpg|thumb|none|600px|The Grease Gun holstered on the survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 2.jpg|thumb|none|600px|Wielding the M3 reveals it has an added charging handle and cut in the receiver; this was a modification done to M3s due to their fragile stock charging handles.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|350px|M3A1 Grease Gun with suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 3.jpg|thumb|none|600px|A view of the suppressed M3.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 4.jpg|thumb|none|600px|Pointing the quiet Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears in the game as the &amp;quot;MAC-10&amp;quot; and &amp;quot;MAC-V&amp;quot;. &lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 1.jpg|thumb|none|600px|MAC-V SMG in game. Its name is a reference to MAC-V SOG, an elite unit who operated during the Vietnam War and were known to use suppressed MAC-10s.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 3.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] appears in the game as the &amp;quot;MP40 Submachine Gun&amp;quot;.&lt;br /&gt;
[[file:MP40Side.jpg|thumb|none|350px|MP40 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Soviet PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41 Visually Modified===&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Danger Dog PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 6.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 7.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the game as the &amp;quot;MPX Submachine Gun&amp;quot;. It is mainly based on the Gen 1 version (with an early stock), as evidenced by the SIGMod handguard and the standard MIL-STD-1913 Picatinny rail, though it is depicted with an MPX Gen 2's ejection port. It is notably chambered in .357 SIG instead of 9mm; while a .357 SIG chambering was planned, it is not currently offered on production MPXs and the gun is to date only available in 9mm.&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|400px|SIG-Sauer MPX (Gen 1) with early stock - 9x19mm]]&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR (Gen 2) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer MPX 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2SIG-Sauer MPX 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX PCC==&lt;br /&gt;
[[File:MPX PCC.jpg|thumb|none|450px|SIG-Sauer MPX PCC - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
The [[M1A1 Thompson]] appears in the game as the &amp;quot;M1A1 Thompson&amp;quot; , &amp;quot;Gangland Strad&amp;quot; and &amp;quot;Ceremonial M1A1 Thompson&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game as the &amp;quot;Classic AK-47&amp;quot;.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 1.jpg|thumb|none|600px|The AK-47 in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A hybrid of the [[AK-47]] and the [[AKM]]. It has the stamped receiver of an AKM, combined with the gas tube, gas block and front sight of an AK-47. It is fitted with a Magpul MOE AK stock and a Tapco railed handguard. Appears in the game as the &amp;quot;AK-47&amp;quot; , &amp;quot;Custom AK-47&amp;quot; , &amp;quot;Prepper's AK-47&amp;quot; , &amp;quot;Raider's AK-47&amp;quot; , &amp;quot;Sighted AK-47&amp;quot; , &amp;quot;Durability Test Gun&amp;quot; and &amp;quot;Eternal Guard's Infinite Rage&amp;quot;. The &amp;quot;Eternal Guard's Infinite Rage&amp;quot; variant sports a whopping 150-round helical magazine based on the North Korean Type 88's unique helical magazine rumored to hold between 100 and 150 rounds. However said rifle is chambered in 5.45x39mm; fitting 150 rounds of 7.62x39 in a similar magazine would be much more difficult if not outright impossible.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE Furniture - 7.62x39mm]]&lt;br /&gt;
[[file:Ak47mw.2.jpg|thumb|none|450px|'''Photoshopped''' AKM with Tapco Intrafuse and T6 furniture sets, and an M4 buttstock and Stock Adapter - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 1.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears in the game as the &amp;quot;AKS-74U Valentine&amp;quot;. For gameplay purposes it is chambered in 5.56x45mm instead of the real AKS-74Us 5.45x39mm, similar to an Arsenal SLR-106UR.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 3.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;M4A1&amp;quot; , &amp;quot;M4X1 DMR Heavy&amp;quot; , &amp;quot;M4X2 Lite SSW&amp;quot; , &amp;quot;Operator's M4A1&amp;quot; , &amp;quot;Sighted M4A1&amp;quot; , &amp;quot;Raider's AR-15&amp;quot; and &amp;quot;AR-15&amp;quot;.&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 6.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 7.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Visually Modified===&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;Masterwork Assault Rifle&amp;quot; and &amp;quot;Network DIY Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Custom===&lt;br /&gt;
A custom variant of the [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;GSG-W&amp;quot;. It is based on high-end competion grade AR-15 type rifles popular in the United States; as such it sports an M-LOK handguard, desert tan ergonomic pistol grip and collapsible stock and EOTech holographic sight. In an homage to the TV series Better Off Ted, it is stated to be manufactured by the fictional conglomerate Veridian Dynamics.&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H|FN SCAR-H CQC]] appears in the game as the &amp;quot;SCAR-H&amp;quot; , &amp;quot;Sighted SCAR-H&amp;quot; and &amp;quot;RTX Stormbringer&amp;quot;.&lt;br /&gt;
[[file:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] appears in the game as the &amp;quot;X-36C&amp;quot;. It is notably integrally suppressed; how exactly this is accomplished given that the G36 is piston driven and the suppressor covers the piston above the barrel is not explained, but the suppressor notably clips through the sides of the gun model as well. The rifle also is modified with a STANAG magazine well, loading steel M16 magazines instead of its proprietary translucent polymer magazines. It also sports a G36KV stock and comes in a light green army camo finish.&lt;br /&gt;
[[file:HK G36CKV.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 1.jpg|thumb|none|600px|Rifle in game. The suppressor model can be seen clipping through the sides of the handguard.]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416 A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416 A5]] appears in the game as the &amp;quot;SWAT 416&amp;quot; , &amp;quot;Echo-S7 Assault Rifle&amp;quot; and &amp;quot;Restored Echo-S7 Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:HK416A5 11.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 A5 - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 2.jpg|thumb|none|600px|SWAT 416 in hand.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 1.jpg|thumb|none|600px|Echo-S7 rifle in game. It differs from the SWAT 416 by sporting an FDE finish and a vertical foregrip but is otherwise identical.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 2.jpg|thumb|none|600px|Echo-S7 rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SBR==&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SBR]] appears in the game as the &amp;quot;HB PDW&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SBR.jpg|thumb|none|450px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Q Honey Badger SD===&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SD]] appears in the game as the &amp;quot;HB SD Blackout&amp;quot; and &amp;quot;HB Snow Fox&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Robinson Armament XCR Visually Modified==&lt;br /&gt;
The fictional &amp;quot;CLEO Battle Rifle&amp;quot; and &amp;quot;CLEO Sharpshooter Rifle&amp;quot; appears to be based on a [[Robinson Armament XCR]] rifle, with an added cutlass grip between the bottom of the pistol grip and the upper receiver extended out to cover almost the entire length of the barrel. &lt;br /&gt;
[[File:Robarm XCR R.jpg|thumb|none|450px|Robinson Armament XCR-L Standard - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 1.jpg|thumb|none|600px|The &amp;quot;CLEO Battle Rifle&amp;quot; on a survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 2.jpg|thumb|none|600px|Aiming at a blue trailer. Here an Armalite style charging handle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears in the game as the &amp;quot;MCX RT&amp;quot;.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] appears in the game as the &amp;quot;M1-A&amp;quot; and &amp;quot;M1-A Short&amp;quot;.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield Armory M1A with JAE-100 G3 stock===&lt;br /&gt;
The [[Springfield Armory M1A|Springfield Armory M1A with JAE-100 G3 stock]] appears in the game as the &amp;quot;M14 DMR&amp;quot; , &amp;quot;SOCOM II&amp;quot; and &amp;quot;RTX Hordebreaker&amp;quot;.&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|Springfield Armory M1A with JAE-100 G3 stock - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
=Pistol-Caliber Carbines=&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_USC|Heckler &amp;amp; Koch USC]] appears in the game as the &amp;quot;USC Carbine&amp;quot; and Doomsday Carbine&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K-USC Rifle.jpg|thumb|none|350px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 USC 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 USC 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi Semi-Auto Carbine==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi Semi-Auto Carbine]] appears in the game as the &amp;quot;Civilian Uzi 22 Carbine&amp;quot;.&lt;br /&gt;
[[file:IMI Mini Uzi Semi-Auto Carbine‎.jpg|thumb|none|350px|IMI Mini Uzi Semi-Auto Carbine - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000 Gen2==&lt;br /&gt;
The [[Kel-Tec SUB-2000]] appears in the game as the &amp;quot;Simple S2K&amp;quot; and &amp;quot;Trail Blazer X2K&amp;quot;.&lt;br /&gt;
[[file:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|450px|Kel-Tec SUB-2000 Gen2 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 25==&lt;br /&gt;
The [[Marlin Model 25]] appears in the game as the &amp;quot;Echo-S2 Rifle&amp;quot; and &amp;quot;Restored Echo-S2 Rifle&amp;quot;.&lt;br /&gt;
[[file:Marlin Model 25.jpg|thumb|none|450px|Marlin Model 25 - .22LR]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears in the game as the &amp;quot;10/22 Carbine&amp;quot; , &amp;quot;Fake-A 47&amp;quot; , &amp;quot;Exterminator's 10/22&amp;quot; and &amp;quot;Prepper's 10/22&amp;quot;.&lt;br /&gt;
[[file:Ruger1022-black.jpg|thumb|none|450px|Ruger 10/22 - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger PC Carbine==&lt;br /&gt;
The [[Ruger_Police_Carbine#PC_Carbine|Ruger PC Carbine]] appears in the game as the &amp;quot;RC-9 Police Carbine&amp;quot;.&lt;br /&gt;
[[file:RugerPCcarbine.jpg|thumb|none|450px|Ruger PC Carbine - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Henry Big Boy==&lt;br /&gt;
The [[Henry 1860|Henry Big Boy]] appears in the game as the &amp;quot;Big Hank Rifle&amp;quot; and &amp;quot;Scoped Big Hank Rifle&amp;quot;.&lt;br /&gt;
[[File:HBBLG.jpg|thumb|none|450px|Henry Big Boy with loading gate - .44 Rimfire (RF)]]&lt;br /&gt;
[[file:StateOfDecay2 HenryBig Boy 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Henry Big Boy 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1 Carbine]] appears in the game as the &amp;quot;M1 Carbine&amp;quot; and &amp;quot;T4/M2 Carbine&amp;quot;.&lt;br /&gt;
[[file:AutoOrdM1Carbine.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1A1 Carbine]] appears in the game as the &amp;quot;M1 Para Carbine&amp;quot;.&lt;br /&gt;
[[file:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS_rifle#SKS|Simonov SKS]] appears in the game as the &amp;quot;Classic SKS Rifle&amp;quot; , &amp;quot;Hunter SKS&amp;quot; and &amp;quot;Non-Compliant SKS&amp;quot;.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 4.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The [[Winchester Model 1892]] appears in the game as the &amp;quot;Model 92 Rifle&amp;quot; and &amp;quot;Scoped Model 92 Rifle&amp;quot;.&lt;br /&gt;
[[file:Winchester1892Carbine.jpg|thumb|none|450px|Winchester 1892 - .38-40]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;===&lt;br /&gt;
The [[Winchester_Model_1892#.22Mare.27s_Leg.22|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;]] appears in the game as the &amp;quot;Mare's Leg&amp;quot;.&lt;br /&gt;
[[file:Model1892MaresLeg.jpg|thumb|none|450px|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot; – .44-40.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Long Ranger==&lt;br /&gt;
The [[Henry Long Ranger]] appears in the game as the &amp;quot;Duvall Outrider&amp;quot;.&lt;br /&gt;
[[file:Henry Long Ranger.jpg|thumb|none|450px|Henry Long Ranger - 308 Winchester]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
The [[Accuracy International Arctic Warfare]] appears in the game as the &amp;quot;Arctic Warrior&amp;quot; and &amp;quot;Spec Ops AW&amp;quot;. A customized version meant to be the AW50 appears as the &amp;quot;Spyglass Rifle.&amp;quot; The Arctic Warrior variant is fitted with a Trijicon ACOG scope while the Spec Ops AW variant is fitted with a traditional 8x sniper scope.&lt;br /&gt;
[[file:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 1.jpg|thumb|none|600px|Sniper rifle in game. It does not appear to have any iron sights or scope.]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 2.jpg|thumb|none|600px|Sniper rifle in hands. With no scope or iron sights, hitting anything would be extremely difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 1.jpg|thumb|none|600px|Spyglass Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 2.jpg|thumb|none|600px|Spyglass Rifle in hands. While somewhat embellished, the fact that this is chambered in .50 caliber suggests this is meant to resemble an AW50.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M99==&lt;br /&gt;
An absolutely bizarre-looking [[Barrett M99]] is seen in the game as the &amp;quot;Model 99-50&amp;quot; and &amp;quot;M99X1 Timberwolf.&amp;quot; The model features a three-round magazine and magwell located '''ahead''' of the trigger group (akin to its non-bullpup counterparts) but the bolt action is still located in the rear of the stock, bullpup style.&lt;br /&gt;
[[file:Barrett m99-1.jpg|thumb|none|450px|Barrett M99 - .50 BMG / .416 Barrett]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 1.jpg|thumb|none|600px|The frankenBarrett on the character's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 2.jpg|thumb|none|600px|Pointing the rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 1.jpg|thumb|none|600px|The &amp;quot;M99X1 Timberwolf&amp;quot; variant, which has a [[Barrett M98B]]-style magwell.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 2.jpg|thumb|none|600px|Aiming the Timberwolf.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M100 Intervention==&lt;br /&gt;
A cut-down version of the [[Cheyenne Tactical M100 Intervention]] rifle is found ingame as the &amp;quot;Oteo Howitzer&amp;quot;.&lt;br /&gt;
[[file:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 caliber]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
The [[M24 Sniper Weapon System]] appears in the game as the &amp;quot;Police Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M24.jpg|thumb|none|450px|M24 Sniper Weapon System - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle Visually Modified==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] appears in the game as the &amp;quot;CLEO Blaste Rifle&amp;quot; and &amp;quot;CLEO Heavy Sniper&amp;quot;.&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q The Fix==&lt;br /&gt;
The [[Q The Fix|Fix]] and [[Q The Fix|Mini Fix]], a bolt action rifle made by Q, can be found in the game as the &amp;quot;D-BAR&amp;quot; and &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q THE FIX 16 6.5 CREEDMOOR TAN ACCENTS.jpg|thumb|none|450px|Q THE FIX - 6.5 Creedmoor]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 1.jpg|thumb|none|600px|The full length &amp;quot;D-BAR&amp;quot; rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 2.jpg|thumb|none|600px|Aiming the scopeless long Fix rifle.]]&lt;br /&gt;
&lt;br /&gt;
===Q Mini Fix===&lt;br /&gt;
The [[Q The Fix|Mini Fix]] appears in the game as the &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q MINI FIX 300 BLK PISTOL 1.jpg|thumb|none|450px|Q MINI FIX - 300 BLK]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 1.jpg|thumb|none|600px|The shorter &amp;quot;D-Bartini&amp;quot; variant, which uses extended magazines.]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 2.jpg|thumb|none|600px|The shorter Fix in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger M77 Gunsite scout==&lt;br /&gt;
The [[Ruger M77 Gunsite]] appears in the game as the &amp;quot;Bolt Scout&amp;quot; and &amp;quot;Hunter`s Bolt Scout&amp;quot;. Despite being chambered in 7.62x51mm NATO, and visible being modeled with a properly sized magazine, it uses 5.56 ammo in game.&lt;br /&gt;
[[file:Ruger Gunsite.jpg|thumb|none|450px|Ruger M77 Gunsite scout rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50A==&lt;br /&gt;
The [[BFG-50A|Serbu BFG-50A]] appears in the game as the &amp;quot;B50FG&amp;quot;. It notably has its own category of weapon, being classed as the only &amp;quot;Cannon&amp;quot; type firearm in the entire game. Its incredible damage is offset by its high weight and loud report, drawing tons of zombies when it is fired. It is also notable for being able to switch from semi-automatic to full auto though this is of limited utility given its 5 round magazine. It has &amp;quot;Jackhammer&amp;quot; emblazoned on both sides of the stock.&lt;br /&gt;
[[file:Bfg50A.jpg|thumb|none|450px|Serbu BFG-50A - .50 BMG]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903_Springfield#M1903A4_Springfield|Springfield M1903A4]] appears in the game as the &amp;quot;M1903A4 Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M1903A4Weaver.jpeg|thumb|none|450px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in the game as the &amp;quot;Model 70 Classic&amp;quot; , &amp;quot;Hunter's Model 70&amp;quot; , &amp;quot;Heirloom Model 70&amp;quot; and &amp;quot;Trumbull Gatekeeper&amp;quot;.&lt;br /&gt;
[[file:Win70-2.jpg|thumb|none|450px|Modern update of the classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt R80 Monitor==&lt;br /&gt;
The [[Colt Monitor|Colt R80 Monitor]] appears as a further variant, under the &amp;quot;FBI Fighting Rifle,&amp;quot; a reference to its use by the Bureau against organized criminals in the Prohibition era. &lt;br /&gt;
[[file:Coltmonitor.jpg‎|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Monitor 1.jpg|thumb|none|600px|The Colt Monitor on the survivor's pack. It uses an extended thirty-round magazine, and has a metal-colored stock, the opposite of the above variants and of what it should actually have.]]&lt;br /&gt;
[[file:StateOfDecay2 ColtMonitor 2.jpg|thumb|none|600px|The survivor readies his Monitor in case some reanimated mobsters need icing; the animations actually work with this variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] can be used with two variants, the &amp;quot;M1918 BAR&amp;quot; and &amp;quot;Barrow Style BAR&amp;quot; - the latter resembles the cut-down BAR used by Clyde Barrow.&lt;br /&gt;
[[file:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 1.jpg|thumb|none|600px|The stock still appears to be wood, similar to the actual M1918 WWI era variant.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 2.jpg|thumb|none|600px|Taking aim with the BAR. It incorrectly uses pistol grip animations despite not having one.]]&lt;br /&gt;
[[File:Moscat.jpg|450px|thumb|none|Clyde Barrow's cut down BAR - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 1.jpg|thumb|none|600px|The cut-down M1918A2 in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 2.jpg|thumb|none|600px|Wielding the Barrow-style BAR, again with an invisible pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==M203 grenade launcher==&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game as the &amp;quot;M203 Standalone&amp;quot; , &amp;quot;Echo-S5 Gas Launcher&amp;quot; and &amp;quot;Heartland Launcher&amp;quot;.&lt;br /&gt;
[[file:RM Equipment M203PI standalone.jpg|thumb|none|450px|RM Equipment M203PI in &amp;quot;Tactical Mounting System&amp;quot; standalone stock with an M203 vertical grip - 40×46mm]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[Milkor_MGL#MGL_Mk_1L|Milkor MGL Mk 1L]] appears in the game as the &amp;quot;M32 MGL&amp;quot; and &amp;quot;MGL-N Firewhirl&amp;quot;.&lt;br /&gt;
[[file:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[file:StateOfDecay2 M32 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M32 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Sage BML-37==&lt;br /&gt;
The [[Sage BML-37]] appears in the game as the &amp;quot;BML-40&amp;quot;.&lt;br /&gt;
[[file:Sage BML-37.jpg|thumb|none|450px|Sage BML-37 - 37mm Sage Rifled]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Post_Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1526447</id>
		<title>State of Decay 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1526447"/>
		<updated>2022-10-18T02:39:26Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Glock 19X */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''State of Decay''&lt;br /&gt;
|picture = State of Decay 2 box art 1.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[State of Decay (disambiguation)|''State of Decay'']]&lt;br /&gt;
|date= May 22, 2018&lt;br /&gt;
|developer= Undead Labs&lt;br /&gt;
|platforms= Microsoft Windows&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher= Xbox Game Studios&lt;br /&gt;
|genre=Action-adventure&amp;lt;br&amp;gt;Survival horror&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''State of Decay 2''''' is the 2018 third-person sequel to [[State of Decay]], the open world zombie apocalypse video game developed by Undead Labs and published by Microsoft Studios. It blends various genres including action, stealth, role-playing, co-op, strategy and survival horror in its depiction of a community attempting to rebuild during a zombie apocalypse, taking place in five different maps in unknown rural areas of the U.S. Players control characters as they scavenge supplies, sneak and fight to survive and protect their group of fellow survivors. In a sense, the player plays as the entire community, rather than one character, and can switch between individual characters to control.&lt;br /&gt;
&lt;br /&gt;
The game's combat has an equal focus on melee weapons and firearms, and it features an incredible host of guns divided into several categories across eleven calibers. The categories are &amp;quot;pistol&amp;quot;, &amp;quot;assault pistol&amp;quot;, &amp;quot;revolver&amp;quot;, &amp;quot;rifle&amp;quot;, &amp;quot;assault&amp;quot; (any select-fire weapon that would otherwise be in the rifle category, this includes submachine guns, assault rifles, and battle rifles), &amp;quot;shotgun&amp;quot;, &amp;quot;assault shotgun&amp;quot; (any self-loading shotgun), anti-materiel rifles, and various miscellaneous weapons such as crossbow. Typically least 5 new guns are added monthly in the shape of new &amp;quot;bounty broker rewards&amp;quot;. Due to the sheer variety of different guns available, calibers are simplified somewhat for gameplay purposes. Some guns are described as being rechambered in more common calibers, and 'similar' calibers are grouped together for simplicity's sake (e.g. 7.62x39, 7.62x51, and .30-06 guns all use &amp;quot;7.62&amp;quot; ammo). &lt;br /&gt;
&lt;br /&gt;
With exceptions for bolt action rifles and pump action shotguns, all weapons in each category share a single reload animation for that category. This means that to load weapons like an [[MP5]] or an [[M4]], the player goes through the exact same animations that they would for loading an [[AK-47]], which means yanking an imaginary charging handle on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons and ammunition can be found by looting various buildings in the valley, like houses, gun shops, police stations and military camps. While individual items of loot are largely randomized, which means that what guns you find varies widely from one playthrough to the next, different categories still have higher chances of showing up in certain places. I.E. a barn/house with a deer skull/cabin in the woods is far more likely to have a bolt action rifle then a grocery store or gas station, and a prepper shed, police station or gun store would be more likely to have an AR-15.&lt;br /&gt;
&lt;br /&gt;
Weapon accuracy, rate of fire and recoil are affected by the player character's skill level, as is the speed of reloading and clearing jams. The game's guns feature durability, jamming (when at low condition), +1 reloading where appropriate, varying levels of noise depending on design and caliber, and many of them can be fitted with suppressors to muffle their report. Sights and magazines are locked to the guns themselves, and cannot be swapped around like suppressors. When in a safe area like a base, reloading  an empty weapon capable of +1 reloading automatically chambers an extra round from your ammo supply as well as giving you a full magazine.&lt;br /&gt;
&lt;br /&gt;
For balance reasons, the suppressors speed up damage the weapons take, rather than getting damaged themselves, with a sliding scale of how much damage they do following the grade of suppressor. An improvised suppressor, made from a fuel filter, will suppress slightly less, and violently speed up the rate the gun loses durability, then an advanced suppressor, modelled after an Osprey 9, which will suppress very well, and barely speed up the rate the weapon takes damage. Any damage to a weapon can be repaired with &amp;quot;spare parts&amp;quot;, a crafting material that you can find, or acquire by breaking down weapons, but certain more complex weapons will require far more.&lt;br /&gt;
&lt;br /&gt;
Other than the Juggernaut zombies, any bullet will kill any zombie with a single brain shot. This allows &amp;quot;weaker&amp;quot; weapons to stay viable over short ranges, also allowing the player to spread out their ammo choices, rather then using up all their 5.56, then having to use a useless caliber.&lt;br /&gt;
&lt;br /&gt;
The weapon mechanics, while somewhat arcade-y, do force realism upon the players choices. Such as taking a PPK over an AR-15, you know that the AR is far more accurate, has a larger magazine, and hits harder, but the PPK is a fifth of the weight, the ammo is much lighter, and the .22 LR will still kill a zombie with a single headshot.&lt;br /&gt;
&lt;br /&gt;
Due to the emphasis on stealth, sound is a huge factor in gameplay. Any sound, from a broken window to a gunshot, can attract any zombies within earshot. Accordingly, louder guns are more hazardous to use due to the amount of attention they bring, and suppressors are a big asset, though it's a trade off with the damage they do to weapons. Each weapon has a stat called &amp;quot;quietness&amp;quot; that determines the range at which zombies can hear shots and how effective suppressors are.&lt;br /&gt;
&lt;br /&gt;
Every few months, the game introduces a set of new weapons, unlockable via an NPC known as Cash Beaumont, A.K.A. the Bounty Broker, a post-apocalypse philanthropist who will award you rare items in return for doing generic things. The rarer/better the item, the more extensive the challenge will be. All the challenges are somewhat tied into the item, for example, killing 80 zombies with automatic weapons grants you a specific [[BAR]] variant. These items CAN be found in ambient loot, but are far rarer than guns in the base game. Because the majority of in game weapons are real world civilian weapons that would be practical for American citizens in rural areas, the Bounty Broker weapons serve as an excuse for the devs to introduce less practical firearms, such as a fully automatic [[AKS-74U]] that has no business appearing in regular loot.&lt;br /&gt;
&lt;br /&gt;
Up until September of 2021, the player could only carry one ranged weapon, regardless of side, but can now carry a pistol or certain shotguns on the thigh as a sidearm, and any other ranged weapon on their back.&lt;br /&gt;
&lt;br /&gt;
There are several variants of the same weapon in the game. They differ in the size of the magazine, sight or caliber.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example &amp;quot;1911&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;1911&amp;quot; - The basic model of the weapon. 7-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Dillinger Pattern 1911&amp;quot; - Same model. It has a magazine for 20 rounds and an automatic shot mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example &amp;quot;Ruger Mk III&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. The basic model of the weapon. 10-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Competition Mk3&amp;quot;. The gun has a quick-change magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Sighted Mk3&amp;quot;. Pistol with RDS sight.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. 20-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The article shows the basic models of weapons.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer Longslide==&lt;br /&gt;
The [[AMT Hardballer|AMT Hardballer Longslide]] appears in the game as the &amp;quot;1911 Long Slide&amp;quot;.&lt;br /&gt;
[[file:ED 45.jpg|thumb|none|350px|AMT Hardballer Longslide with laserlock sight as used in the film [[Terminator, The (1984)]] - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 3.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears in the game as the &amp;quot;M9&amp;quot;.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm. US military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] comes in two variants: &amp;quot;Surplus M1911&amp;quot; and &amp;quot;WWII Commander`s 1911&amp;quot;.&lt;br /&gt;
[[file:M1911Colt.jpg‎|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 P-07 Duty==&lt;br /&gt;
The [[CZ_75#CZ_75_P-07_Duty|CZ 75 P-07 Duty]] appears in the game as the &amp;quot;P-07&amp;quot;, &amp;quot;P-07 Pro&amp;quot; and &amp;quot;Sighted P-07&amp;quot;.&lt;br /&gt;
[[file:CzP07Duty.jpg|thumb|none|350px|CZ 75 P-07 Duty - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] comes in two versions. With and without a compensator. The versions without the compensator are &amp;quot;Vulture .44&amp;quot;, &amp;quot;Vulture .44-Ex&amp;quot; and &amp;quot;King Vulture .44&amp;quot;. The compensator versions are &amp;quot;Brock's Golden Vulture .44&amp;quot;, &amp;quot;Police Auction Golden Vulture&amp;quot; and &amp;quot;RTX Rampart&amp;quot;.&lt;br /&gt;
[[File:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX (Current Production) - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45 Tactical==&lt;br /&gt;
The [[FN_FNP#FNP-45|FN FNP-45 Tactical]] appears in the game as the &amp;quot;F45 Tactical&amp;quot;.&lt;br /&gt;
[[File:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game as the &amp;quot;G17&amp;quot;, &amp;quot;Precision G17&amp;quot;, &amp;quot;G18 Auto&amp;quot; and &amp;quot;G18 Auto Custom&amp;quot;. It is identifiable as a 5th generation model by the ambidextrous slide stop and the lack of finger grooves. It has a high capacity and fire rate, as well as common and low-weight ammunition. It breaks after ~154 shots.&lt;br /&gt;
[[File:Glock17Gen5.jpg|thumb|none|350px|Glock 17 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 1.jpg|thumb|none|600px|The pistol in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 2.jpg|thumb|none|600px|The Glock being aimed.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
The [[Glock 19X]] appears in the game, incorrectly referred to as the &amp;quot;G45&amp;quot; and &amp;quot;G45 Burst&amp;quot;. While the Glock 45 and Glock 19X are visually identical (the difference being the 19X is only offered in coyote color, has no forward slide serrations while the 45 is only offered in black, sports forward slide serrations and is slightly wider) the lack of forward slide serrations on the ingame model would suggest it is a Glock 19X but black.&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|350px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 1.jpg|thumb|none|600px|Pistol in game. Since no forward slide serrations can be seen, it can be inferred the gun is actually a black Glock 19X, not a Glock 45. Glock 19Xs have no forward slide serrations while the Glock 45 does, otherwise the two handguns are visually identical.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
The [[Glock 26]] appears in the game as the &amp;quot;G26&amp;quot; and &amp;quot;G26 FDE&amp;quot;. The frame is depicted with an accessory rail, which unmodified Glock 26s do not have in reality.&lt;br /&gt;
[[File:Glock26 Gen5.jpg|thumb|none|350px|Glock 26 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 26 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2Glock 26 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 34==&lt;br /&gt;
The [[Glock 34]] Gen 5 appears in the game as the &amp;quot;G34&amp;quot; and &amp;quot;G34 FDE&amp;quot;. Of note is that the 5th generation version of the Glock 34 is only manufactured with a MOS (Modular Optic System) configuration in reality, whereas the in-game weapon doesn't appears to be MOS-configured. It serves a slightly heavier but slighter more accurate version of the [[Glock 17]]. Other than that, it is identical in every way.&lt;br /&gt;
[[File:Glock34 Gen5 MOS.jpg|thumb|none|350px|Glock 34 MOS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Compact Protector==&lt;br /&gt;
A two-tone [[Wilson Combat &amp;quot;Protector&amp;quot;]] appears under the name &amp;quot;1911&amp;quot;, taking .45 ACP as it should. It's a usable weapon, but its loud report, high weight, heavy and rarer ammo, low capacity, high recoil, and slow fire rate ensure it plays second fiddle to the majority of the game's 9mm handguns in every factor other than durability, breaking after ~154 shots. An alternate version named the Hobbyist's 1911 comes with a 10 round extended magazine and a reflex sight appears. 1911's hammers are incorrectly modeled to be down, except when the slide is back.&lt;br /&gt;
[[Image:WilsonProtector.jpg|thumb|none|350px|Wilson Combat &amp;quot;Protector&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears in the game as the &amp;quot;Target Mk3&amp;quot;, &amp;quot;Competition Mk3&amp;quot;, &amp;quot;Extended Mk3&amp;quot; and &amp;quot;Sighted Mk3&amp;quot;.&lt;br /&gt;
[[file:Ruger MkIII Target.jpg‎|thumb|none|350px|Ruger Mk III Target - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Legion==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Legion]] appears in the game as the &amp;quot;P220-9&amp;quot;, &amp;quot;P220-9 Elite&amp;quot;, &amp;quot;P220-45&amp;quot;, &amp;quot;P220-45 Elite&amp;quot;, &amp;quot;P226&amp;quot;, &amp;quot;P226 Elite&amp;quot; and &amp;quot;M17&amp;quot;. Its depiction as the military issue M17 is incorrect; the M17 is actually based on the newer P320 series of pistols.&lt;br /&gt;
[[file:P226 legion.jpg|thumb|none|350px|SIG-Sauer P226 Legion - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] appears in the game as the &amp;quot;Echo-S6 Pistol&amp;quot; and &amp;quot;Restored Echo-S6 Pistol&amp;quot;. However the ingame version is chambered for .45 ACP, making it technically a Maxim 45. The real world Maxim does not offer other chamberings except 9mm.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|350px|none|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 1.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther PPK]] appears in the game as the &amp;quot;PPK&amp;quot;, &amp;quot;Micro Dot PPK&amp;quot; and &amp;quot;Sleeper Cell PPK&amp;quot;. It is chambered in .22LR, a characteristic of some PP and PPK/S commercial models, but not done with actual PPK pistols.&lt;br /&gt;
[[file:Waltherppk32acp.jpg‎|thumb|none|350px|Walther PPK - .32 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ M2==&lt;br /&gt;
The [[Walther PPQ M2]] appears in the game as the &amp;quot;PPQ 45&amp;quot; and &amp;quot;PPQ 9&amp;quot;. &lt;br /&gt;
[[File:Walther PPQ-M2 9mm.jpg|thumb|none|350px|Walther PPQ M2, note the button magazine release - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 1.jpg|thumb|none|600px|A holstered PPQ, which gives a good view of the M2's magazine release button.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 2.jpg|thumb|none|600px|Aiming the modern Walther.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CLEO Pistol&amp;quot;==&lt;br /&gt;
The pistol appears in the game as the &amp;quot;CLEO Pistol&amp;quot; and &amp;quot;CLEO Machine Pistol&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 5.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Chiappa Rhino 50DS==&lt;br /&gt;
The [[Chiappa Rhino 50DS]] appears in the game as the &amp;quot;Safari Razorback .44&amp;quot;.&lt;br /&gt;
[[File:Chiappa Rhino 5&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 50DS (5&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1917 Revolver==&lt;br /&gt;
The [[Colt M1917 Revolver]] appears in the game as the &amp;quot;M1917 Revolver&amp;quot;.&lt;br /&gt;
[[file:ColtModel1917ArmyEx.jpg|thumb|none|350px|Colt M1917 Revolver - .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1917 Revolver Visually Modified===&lt;br /&gt;
The revolver appears in the game as the &amp;quot;OSS Silent Night&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in the game as the &amp;quot;Viper&amp;quot;, &amp;quot;Hunter's Viper&amp;quot; and &amp;quot;Old Lawman's Viper&amp;quot;.&lt;br /&gt;
[[File:Colt-Python.jpg|thumb|none|350px|Colt Python - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1875==&lt;br /&gt;
The [[Remington 1875]] appears in the game as the &amp;quot;Model 1875 Fuorilegge&amp;quot; and &amp;quot;Model 1875 Sceriffo&amp;quot;.&lt;br /&gt;
[[file:Remington 1875.jpg|thumb|none|350px|Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:Ub75Army.jpg|thumb|none|350px|Ubertl replica of a Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 3.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 4.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]] appears in the game as the &amp;quot;Blackhawk .45 Revolver&amp;quot; and &amp;quot;Rinnegato .45 Revolver&amp;quot;.&lt;br /&gt;
[[file:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger SP101==&lt;br /&gt;
The [[Ruger SP101]] appears in the game as the &amp;quot;SP101 Tassie Devil&amp;quot; and &amp;quot;SP101 Devilette .22&amp;quot;.&lt;br /&gt;
[[file:Sp101 2inch 350.jpg|thumb|none|350px|Ruger SP101 - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] appears in the game as the &amp;quot;Model 29&amp;quot; and &amp;quot;Hunter's Model 29&amp;quot;.&lt;br /&gt;
[[File:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 460 / 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 460]] or [[Smith &amp;amp; Wesson Model 500]]  appears in the game as the &amp;quot;Echo-S1 Revolver&amp;quot; , &amp;quot;Restored Echo-S1 Revolver&amp;quot;. However unlike those revolvers which are chambered in magnum calibers, the Echo-S3 is instead chambered for .22LR rounds, making it useful for stealthy situations but less practical if large targets like Juggernauts are encountered.&lt;br /&gt;
[[file:460v.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 460 - .460 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:Smith&amp;amp;Wesson500-4inch.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 3.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 986==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 986]] appears in the game as the &amp;quot;9mm Pro 986 Revolver&amp;quot; and &amp;quot;Backup Bossy&amp;quot;.&lt;br /&gt;
[[file:Smith &amp;amp; Wesson Model 986.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 986 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90/Pump-Action Hybrid==&lt;br /&gt;
A hybrid [[Benelli M4|Benelli M4 Super 90]] and pump-action shotgun appears in the game as the &amp;quot;Echo-S3 Shotgun&amp;quot; and &amp;quot;Restored Echo-S3 Shotgun&amp;quot;. It sports an integrally suppressed barrel, custom fore-end and pistol grip and tritium night sights. It appears to be a custom made hybrid shotgun; it sports the receiver and stock of a Benelli M4 Super 90, but appears to be converted to function in pump-action only and with a custom magazine tube and endcap; Benelli M4s are semi-automatic only and sport a 5+1 or 7+1 magazine tube, while the ingame weapon has a 6+1 capacity.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 1.jpg|thumb|none|600px|Shotgun in game. Its hybrid nature is visible here; the receiver and stock are that of a Benelli M4 but everything forward of that is a unique design not based on any existing shotgun.]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 2.jpg|thumb|none|600px|Shotgun in hands. Despite being a pump-action shotgun, it sports a charging handle on the bolt, a feature of semi-automatic shotguns.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] appears in the game as the &amp;quot;AA-12&amp;quot;.&lt;br /&gt;
[[file:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A short barrel and tube [[Franchi SPAS-12]] appears in the game as the &amp;quot;SPAS-12&amp;quot;.&lt;br /&gt;
[[file:Franchi12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk Type 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk Type 97-2|Hawk Type 97-2]] appears in the game as the &amp;quot;Kodiak&amp;quot;, &amp;quot;Kodiak XL&amp;quot; and &amp;quot;RTX Wolverine&amp;quot;. It is depicted as using [[Saiga 12|Saiga]] magazines. It appears to be based on both (shortened) pump-action and the rare semi-auto variants, with the general shape of the first, but with the semi-auto system of the second.&lt;br /&gt;
[[File:Hawk 97-2 short.jpg|thumb|none|400px|Hawk Type 97-2 short - 12 gauge]]&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|400px|Hawk Semi-Auto Shotgun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears in the game as the &amp;quot;KSG&amp;quot; and &amp;quot;Faithful KSG&amp;quot;. Like almost all depictions of it, it is shown mechanically as one long tube, with the animation to switch between tubes absent.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG Visually Modified===&lt;br /&gt;
The visually modified [[Kel-Tec KSG]] appears in the game as the &amp;quot;CLEO Shotgun&amp;quot; and &amp;quot;CLEO Assault Shotgun&amp;quot;.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590]] appears in the game as the &amp;quot;Police M590A1&amp;quot; and &amp;quot;M590 Sea and Sky&amp;quot;. The Sea and Sky variant is shown heavily customized with Magpul furniture, sporting a gray SGA stock and fore-end.&lt;br /&gt;
[[file:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 1.jpg|thumb|none|600px|Shotgun in game. It has a magazine tube restrictor on the end, limiting its capacity to 7+1 shells. M590A1s generally have an 8 round tube plus 1 in the chamber for 9 total rounds. ]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
The M590 Sea and Sky Shotgun can only be obtained through modding the game or by finding it in containers in Trumbull Valley in the Homecoming DLC.&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 1.jpg|thumb|none|600px|Shotgun in game. Despite sporting a full length magazine tube, it only holds 6+1 shells.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590 sawed-off===&lt;br /&gt;
The [[Mossberg 590|Mossberg 590 sawed-off]] appears in the game as the &amp;quot;M590 FDGB&amp;quot;.&lt;br /&gt;
[[file:M590shock.jpg|thumb|none|450px|Mossberg 590 Shockwave - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 930 SPX Tactical==&lt;br /&gt;
The [[Mossberg 930|Mossberg 930 SPX Tactical]] appears in the game as the &amp;quot;930 SPX&amp;quot;.&lt;br /&gt;
[[file:Mossberg 930 SPX Tactical.jpg|thumb|none|450px|Mossberg 930 SPX Tactical - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Custom===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Cold Turkey&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Visually Modified===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Sea Dog Blunderbuss&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
The [[Remington Model 870]] appears in the game as the &amp;quot;Model 870&amp;quot; and &amp;quot;Vintage Model 870&amp;quot;.&lt;br /&gt;
[[file:Rem870WingAP.jpg|thumb|none|450px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 Entry Gun===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 Entry Gun]] with a shortened barrel appears in the game as the &amp;quot;C1-A Ursus&amp;quot; and &amp;quot;CM1-A Breacher&amp;quot;. Its description states that it is a Canadian model which was imported into the US (which is interesting as 870s are manufactured in the United States) while its designation implies it is a Canadian military weapon as service weapons are appended with &amp;quot;C&amp;quot; designations similar to US &amp;quot;M&amp;quot; weapons.&lt;br /&gt;
[[file:Rem870entry.jpg|thumb|none|450px|Remington Model 870 Entry Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 sawed-off===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 sawed-off]] appears in the game as the &amp;quot;870 Sawed-Off&amp;quot; and &amp;quot;Reliable 870 Sawed-Off&amp;quot;.&lt;br /&gt;
[[file:SawnoffShotgun2.jpg|thumb|none|450px|Remington 870 with sawed off barrel and stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] appears in the game as the &amp;quot;R12&amp;quot;, &amp;quot;Trusty R12&amp;quot;, &amp;quot;DEVGRU X12 Infiltrator&amp;quot; and &amp;quot;R12 Import&amp;quot;.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Short-barreled Saiga 12===&lt;br /&gt;
A Saiga 12 with a very short barrel and no stock appears in the game as the &amp;quot;RTX Cyclone&amp;quot; and &amp;quot;RTX Cyclone Tactical&amp;quot;. The magazines are loaded at a wrong angle.&lt;br /&gt;
[[File:Saiga 12K Drum.jpg|thumb|none|450px|Custom Saiga 12K with short barrel - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in the game as the &amp;quot;Model 1887 Shotgun&amp;quot;.&lt;br /&gt;
[[file:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1887 sawed-off===&lt;br /&gt;
The [[Winchester Model 1887|Winchester Model 1887 sawed-off]] appears in the game as the &amp;quot;Sawed-Off Model 1887&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|450px|Winchester Model 1887 sawed-off (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 Trench Gun]] appears in the game as the &amp;quot;M97 Trench Gun&amp;quot;.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==CMMG MkGs Banshee 300==&lt;br /&gt;
The [[CMMG MkGs|CMMG MkGs Banshee 300]] appears in the game as the &amp;quot;Samurai SMG&amp;quot;. It incorrectly models the magazine as being perpendicular to the receiver, when in reality, it is slanted towards the trigger. This angle would make feeding from Glock pattern magazines impossible.&lt;br /&gt;
[[File:CMMG Banshee MkGs FDE finish.jpg|thumb|none|400px|CMMG MkGs Banshee 300 with FDE finish - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears in the game as the &amp;quot;EVO 3&amp;quot;.&lt;br /&gt;
[[file:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 1.jpg|thumb|none|600px|SMG in game. It does not appear to have any sights, which would make aiming difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;MP5A2&amp;quot; , &amp;quot;MP5A2 Spec Ops&amp;quot; , &amp;quot;JL94 Civilian&amp;quot; and &amp;quot;JL94 Custom&amp;quot;. The in-game models are strangely equipped with early type &amp;quot;slimline&amp;quot; handguard, while the UI icons all showing a profile with polymer &amp;quot;tropical&amp;quot; handguard.&lt;br /&gt;
[[file:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2 Visually Modified===&lt;br /&gt;
The visually modified [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;CLEO SMG&amp;quot;.&lt;br /&gt;
[[File:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CLEOMP5 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO MP5 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears in the game as the &amp;quot;SP5K Civilian&amp;quot; , &amp;quot;SP5K Custom&amp;quot; , &amp;quot;MP5K Navy&amp;quot; and &amp;quot;MP5K Spec Ops&amp;quot;.&lt;br /&gt;
[[file:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD6]] appears in the game as the &amp;quot;MP5SD&amp;quot; and &amp;quot;Echo-S4 SMG&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 1.jpg|thumb|none|600px|SMG in game. It strangely has the stock fully collapsed and there is no way to extend it.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 2.jpg|thumb|none|600px|Echo-S4 SMG in hands. Like the other Echo weapons, it sports a flat dark earth (FDE) finish. It also differs from the standard SD6 by having its stock fully extended.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_UMP|Heckler &amp;amp; Koch UMP45]] appears in the game as the &amp;quot;UMP SMG&amp;quot;. It was initially introduced with a 20-round magazine capacity, but a later patch based on community feedback upped the capacity to its correct 25 rounds.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi]] appears in the game as the &amp;quot;Civilian Uzi 22 Pistol&amp;quot; and &amp;quot;Raider's Uzi 22&amp;quot;.&lt;br /&gt;
[[file:MiniUzi 01.jpg|thumb|none|350px|IMI Mini Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|IMI Uzi]] appears in the game as the &amp;quot;Uzi 9mm&amp;quot;. It was added in the &amp;quot;Fearsome Footage&amp;quot; pack which included a number of movie based weapons, such as Negan's barbed wire-wrapped baseball bat from [[The Walking Dead]]. The pack also included [[Terminator]]'s [[AMT Hardballer|&amp;quot;Longslide with the laser sight&amp;quot;]] and [[SPAS-12|&amp;quot;Italian Autoloader&amp;quot;]]. The name is a reference to what the T-800 calls it.&lt;br /&gt;
&lt;br /&gt;
[[file:Uzi.jpg|thumb|none|350px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:EGEBR9FU4AEEPwA (1).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] appears in the game as the &amp;quot;Civilian Vector Ultracompact&amp;quot; , &amp;quot;RTX Piranha&amp;quot; , &amp;quot;Spec Ops Vector SMG&amp;quot; , &amp;quot;Vector SMG&amp;quot; and &amp;quot;Civilian Vector Carbine&amp;quot;.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector EOTech red dot sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:ResidentEvilTDIVector 01.jpg|thumb|none|350px|KRISS USA Gen I Vector with stock removed - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] appears in the game as the &amp;quot;M3 Grease Gun&amp;quot; and &amp;quot;Graveyard Shift&amp;quot;. &lt;br /&gt;
[[File:M3fieldmod.jpg|thumb|none|350px|M3 Grease Gun with &amp;quot;field modified&amp;quot; charging handle - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 1.jpg|thumb|none|600px|The Grease Gun holstered on the survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 2.jpg|thumb|none|600px|Wielding the M3 reveals it has an added charging handle and cut in the receiver; this was a modification done to M3s due to their fragile stock charging handles.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|350px|M3A1 Grease Gun with suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 3.jpg|thumb|none|600px|A view of the suppressed M3.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 4.jpg|thumb|none|600px|Pointing the quiet Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears in the game as the &amp;quot;MAC-10&amp;quot; and &amp;quot;MAC-V&amp;quot;. &lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 1.jpg|thumb|none|600px|MAC-V SMG in game. Its name is a reference to MAC-V SOG, an elite unit who operated during the Vietnam War and were known to use suppressed MAC-10s.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 3.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] appears in the game as the &amp;quot;MP40 Submachine Gun&amp;quot;.&lt;br /&gt;
[[file:MP40Side.jpg|thumb|none|350px|MP40 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Soviet PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41 Visually Modified===&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Danger Dog PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 6.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 7.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the game as the &amp;quot;MPX Submachine Gun&amp;quot;. It is mainly based on the Gen 1 version (with an early stock), as evidenced by the SIGMod handguard and the standard MIL-STD-1913 Picatinny rail, though it is depicted with an MPX Gen 2's ejection port. It is notably chambered in .357 SIG instead of 9mm; while a .357 SIG chambering was planned, it is not currently offered on production MPXs and the gun is to date only available in 9mm.&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|400px|SIG-Sauer MPX (Gen 1) with early stock - 9x19mm]]&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR (Gen 2) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer MPX 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2SIG-Sauer MPX 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX PCC==&lt;br /&gt;
[[File:MPX PCC.jpg|thumb|none|450px|SIG-Sauer MPX PCC - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
The [[M1A1 Thompson]] appears in the game as the &amp;quot;M1A1 Thompson&amp;quot; , &amp;quot;Gangland Strad&amp;quot; and &amp;quot;Ceremonial M1A1 Thompson&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game as the &amp;quot;Classic AK-47&amp;quot;.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 1.jpg|thumb|none|600px|The AK-47 in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A hybrid of the [[AK-47]] and the [[AKM]]. It has the stamped receiver of an AKM, combined with the gas tube, gas block and front sight of an AK-47. It is fitted with a Magpul MOE AK stock and a Tapco railed handguard. Appears in the game as the &amp;quot;AK-47&amp;quot; , &amp;quot;Custom AK-47&amp;quot; , &amp;quot;Prepper's AK-47&amp;quot; , &amp;quot;Raider's AK-47&amp;quot; , &amp;quot;Sighted AK-47&amp;quot; , &amp;quot;Durability Test Gun&amp;quot; and &amp;quot;Eternal Guard's Infinite Rage&amp;quot;. The &amp;quot;Eternal Guard's Infinite Rage&amp;quot; variant sports a whopping 150-round helical magazine based on the North Korean Type 88's unique helical magazine rumored to hold between 100 and 150 rounds. However said rifle is chambered in 5.45x39mm; fitting 150 rounds of 7.62x39 in a similar magazine would be much more difficult if not outright impossible.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE Furniture - 7.62x39mm]]&lt;br /&gt;
[[file:Ak47mw.2.jpg|thumb|none|450px|'''Photoshopped''' AKM with Tapco Intrafuse and T6 furniture sets, and an M4 buttstock and Stock Adapter - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 1.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears in the game as the &amp;quot;AKS-74U Valentine&amp;quot;. For gameplay purposes it is chambered in 5.56x45mm instead of the real AKS-74Us 5.45x39mm, similar to an Arsenal SLR-106UR.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 3.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;M4A1&amp;quot; , &amp;quot;M4X1 DMR Heavy&amp;quot; , &amp;quot;M4X2 Lite SSW&amp;quot; , &amp;quot;Operator's M4A1&amp;quot; , &amp;quot;Sighted M4A1&amp;quot; , &amp;quot;Raider's AR-15&amp;quot; and &amp;quot;AR-15&amp;quot;.&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 6.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 7.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Visually Modified===&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;Masterwork Assault Rifle&amp;quot; and &amp;quot;Network DIY Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Custom===&lt;br /&gt;
A custom variant of the [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;GSG-W&amp;quot;. It is based on high-end competion grade AR-15 type rifles popular in the United States; as such it sports an M-LOK handguard, desert tan ergonomic pistol grip and collapsible stock and EOTech holographic sight. In an homage to the TV series Better Off Ted, it is stated to be manufactured by the fictional conglomerate Veridian Dynamics.&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H|FN SCAR-H CQC]] appears in the game as the &amp;quot;SCAR-H&amp;quot; , &amp;quot;Sighted SCAR-H&amp;quot; and &amp;quot;RTX Stormbringer&amp;quot;.&lt;br /&gt;
[[file:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] appears in the game as the &amp;quot;X-36C&amp;quot;. It is notably integrally suppressed; how exactly this is accomplished given that the G36 is piston driven and the suppressor covers the piston above the barrel is not explained, but the suppressor notably clips through the sides of the gun model as well. The rifle also is modified with a STANAG magazine well, loading steel M16 magazines instead of its proprietary translucent polymer magazines. It also sports a G36KV stock and comes in a light green army camo finish.&lt;br /&gt;
[[file:HK G36CKV.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 1.jpg|thumb|none|600px|Rifle in game. The suppressor model can be seen clipping through the sides of the handguard.]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416 A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416 A5]] appears in the game as the &amp;quot;SWAT 416&amp;quot; , &amp;quot;Echo-S7 Assault Rifle&amp;quot; and &amp;quot;Restored Echo-S7 Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:HK416A5 11.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 A5 - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 2.jpg|thumb|none|600px|SWAT 416 in hand.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 1.jpg|thumb|none|600px|Echo-S7 rifle in game. It differs from the SWAT 416 by sporting an FDE finish and a vertical foregrip but is otherwise identical.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 2.jpg|thumb|none|600px|Echo-S7 rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SBR==&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SBR]] appears in the game as the &amp;quot;HB PDW&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SBR.jpg|thumb|none|450px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Q Honey Badger SD===&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SD]] appears in the game as the &amp;quot;HB SD Blackout&amp;quot; and &amp;quot;HB Snow Fox&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Robinson Armament XCR Visually Modified==&lt;br /&gt;
The fictional &amp;quot;CLEO Battle Rifle&amp;quot; and &amp;quot;CLEO Sharpshooter Rifle&amp;quot; appears to be based on a [[Robinson Armament XCR]] rifle, with an added cutlass grip between the bottom of the pistol grip and the upper receiver extended out to cover almost the entire length of the barrel. &lt;br /&gt;
[[File:Robarm XCR R.jpg|thumb|none|450px|Robinson Armament XCR-L Standard - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 1.jpg|thumb|none|600px|The &amp;quot;CLEO Battle Rifle&amp;quot; on a survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 2.jpg|thumb|none|600px|Aiming at a blue trailer. Here an Armalite style charging handle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears in the game as the &amp;quot;MCX RT&amp;quot;.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] appears in the game as the &amp;quot;M1-A&amp;quot; and &amp;quot;M1-A Short&amp;quot;.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield Armory M1A with JAE-100 G3 stock===&lt;br /&gt;
The [[Springfield Armory M1A|Springfield Armory M1A with JAE-100 G3 stock]] appears in the game as the &amp;quot;M14 DMR&amp;quot; , &amp;quot;SOCOM II&amp;quot; and &amp;quot;RTX Hordebreaker&amp;quot;.&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|Springfield Armory M1A with JAE-100 G3 stock - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
=Pistol-Caliber Carbines=&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_USC|Heckler &amp;amp; Koch USC]] appears in the game as the &amp;quot;USC Carbine&amp;quot; and Doomsday Carbine&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K-USC Rifle.jpg|thumb|none|350px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 USC 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 USC 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi Semi-Auto Carbine==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi Semi-Auto Carbine]] appears in the game as the &amp;quot;Civilian Uzi 22 Carbine&amp;quot;.&lt;br /&gt;
[[file:IMI Mini Uzi Semi-Auto Carbine‎.jpg|thumb|none|350px|IMI Mini Uzi Semi-Auto Carbine - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000 Gen2==&lt;br /&gt;
The [[Kel-Tec SUB-2000]] appears in the game as the &amp;quot;Simple S2K&amp;quot; and &amp;quot;Trail Blazer X2K&amp;quot;.&lt;br /&gt;
[[file:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|450px|Kel-Tec SUB-2000 Gen2 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 25==&lt;br /&gt;
The [[Marlin Model 25]] appears in the game as the &amp;quot;Echo-S2 Rifle&amp;quot; and &amp;quot;Restored Echo-S2 Rifle&amp;quot;.&lt;br /&gt;
[[file:Marlin Model 25.jpg|thumb|none|450px|Marlin Model 25 - .22LR]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears in the game as the &amp;quot;10/22 Carbine&amp;quot; , &amp;quot;Fake-A 47&amp;quot; , &amp;quot;Exterminator's 10/22&amp;quot; and &amp;quot;Prepper's 10/22&amp;quot;.&lt;br /&gt;
[[file:Ruger1022-black.jpg|thumb|none|450px|Ruger 10/22 - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger PC Carbine==&lt;br /&gt;
The [[Ruger_Police_Carbine#PC_Carbine|Ruger PC Carbine]] appears in the game as the &amp;quot;RC-9 Police Carbine&amp;quot;.&lt;br /&gt;
[[file:RugerPCcarbine.jpg|thumb|none|450px|Ruger PC Carbine - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Henry Big Boy==&lt;br /&gt;
The [[Henry 1860|Henry Big Boy]] appears in the game as the &amp;quot;Big Hank Rifle&amp;quot; and &amp;quot;Scoped Big Hank Rifle&amp;quot;.&lt;br /&gt;
[[File:HBBLG.jpg|thumb|none|450px|Henry Big Boy with loading gate - .44 Rimfire (RF)]]&lt;br /&gt;
[[file:StateOfDecay2 HenryBig Boy 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Henry Big Boy 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1 Carbine]] appears in the game as the &amp;quot;M1 Carbine&amp;quot; and &amp;quot;T4/M2 Carbine&amp;quot;.&lt;br /&gt;
[[file:AutoOrdM1Carbine.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1A1 Carbine]] appears in the game as the &amp;quot;M1 Para Carbine&amp;quot;.&lt;br /&gt;
[[file:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS_rifle#SKS|Simonov SKS]] appears in the game as the &amp;quot;Classic SKS Rifle&amp;quot; , &amp;quot;Hunter SKS&amp;quot; and &amp;quot;Non-Compliant SKS&amp;quot;.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 4.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The [[Winchester Model 1892]] appears in the game as the &amp;quot;Model 92 Rifle&amp;quot; and &amp;quot;Scoped Model 92 Rifle&amp;quot;.&lt;br /&gt;
[[file:Winchester1892Carbine.jpg|thumb|none|450px|Winchester 1892 - .38-40]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;===&lt;br /&gt;
The [[Winchester_Model_1892#.22Mare.27s_Leg.22|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;]] appears in the game as the &amp;quot;Mare's Leg&amp;quot;.&lt;br /&gt;
[[file:Model1892MaresLeg.jpg|thumb|none|450px|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot; – .44-40.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Long Ranger==&lt;br /&gt;
The [[Henry Long Ranger]] appears in the game as the &amp;quot;Duvall Outrider&amp;quot;.&lt;br /&gt;
[[file:Henry Long Ranger.jpg|thumb|none|450px|Henry Long Ranger - 308 Winchester]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
The [[Accuracy International Arctic Warfare]] appears in the game as the &amp;quot;Arctic Warrior&amp;quot; and &amp;quot;Spec Ops AW&amp;quot;. A customized version meant to be the AW50 appears as the &amp;quot;Spyglass Rifle.&amp;quot; The Arctic Warrior variant is fitted with a Trijicon ACOG scope while the Spec Ops AW variant is fitted with a traditional 8x sniper scope.&lt;br /&gt;
[[file:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 1.jpg|thumb|none|600px|Sniper rifle in game. It does not appear to have any iron sights or scope.]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 2.jpg|thumb|none|600px|Sniper rifle in hands. With no scope or iron sights, hitting anything would be extremely difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 1.jpg|thumb|none|600px|Spyglass Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 2.jpg|thumb|none|600px|Spyglass Rifle in hands. While somewhat embellished, the fact that this is chambered in .50 caliber suggests this is meant to resemble an AW50.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M99==&lt;br /&gt;
An absolutely bizarre-looking [[Barrett M99]] is seen in the game as the &amp;quot;Model 99-50&amp;quot; and &amp;quot;M99X1 Timberwolf.&amp;quot; The model features a three-round magazine and magwell located '''ahead''' of the trigger group (akin to its non-bullpup counterparts) but the bolt action is still located in the rear of the stock, bullpup style.&lt;br /&gt;
[[file:Barrett m99-1.jpg|thumb|none|450px|Barrett M99 - .50 BMG / .416 Barrett]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 1.jpg|thumb|none|600px|The frankenBarrett on the character's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 2.jpg|thumb|none|600px|Pointing the rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 1.jpg|thumb|none|600px|The &amp;quot;M99X1 Timberwolf&amp;quot; variant, which has a [[Barrett M98B]]-style magwell.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 2.jpg|thumb|none|600px|Aiming the Timberwolf.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M100 Intervention==&lt;br /&gt;
A cut-down version of the [[Cheyenne Tactical M100 Intervention]] rifle is found ingame as the &amp;quot;Oteo Howitzer&amp;quot;.&lt;br /&gt;
[[file:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 caliber]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
The [[M24 Sniper Weapon System]] appears in the game as the &amp;quot;Police Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M24.jpg|thumb|none|450px|M24 Sniper Weapon System - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle Visually Modified==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] appears in the game as the &amp;quot;CLEO Blaste Rifle&amp;quot; and &amp;quot;CLEO Heavy Sniper&amp;quot;.&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q The Fix==&lt;br /&gt;
The [[Q The Fix|Fix]] and [[Q The Fix|Mini Fix]], a bolt action rifle made by Q, can be found in the game as the &amp;quot;D-BAR&amp;quot; and &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q THE FIX 16 6.5 CREEDMOOR TAN ACCENTS.jpg|thumb|none|450px|Q THE FIX - 6.5 Creedmoor]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 1.jpg|thumb|none|600px|The full length &amp;quot;D-BAR&amp;quot; rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 2.jpg|thumb|none|600px|Aiming the scopeless long Fix rifle.]]&lt;br /&gt;
&lt;br /&gt;
===Q Mini Fix===&lt;br /&gt;
The [[Q The Fix|Mini Fix]] appears in the game as the &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q MINI FIX 300 BLK PISTOL 1.jpg|thumb|none|450px|Q MINI FIX - 300 BLK]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 1.jpg|thumb|none|600px|The shorter &amp;quot;D-Bartini&amp;quot; variant, which uses extended magazines.]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 2.jpg|thumb|none|600px|The shorter Fix in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger M77 Gunsite scout==&lt;br /&gt;
The [[Ruger M77 Gunsite]] appears in the game as the &amp;quot;Bolt Scout&amp;quot; and &amp;quot;Hunter`s Bolt Scout&amp;quot;. Despite being chambered in 7.62x51mm NATO, and visible being modeled with a properly sized magazine, it uses 5.56 ammo in game.&lt;br /&gt;
[[file:Ruger Gunsite.jpg|thumb|none|450px|Ruger M77 Gunsite scout rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50A==&lt;br /&gt;
The [[BFG-50A|Serbu BFG-50A]] appears in the game as the &amp;quot;B50FG&amp;quot;. It notably has its own category of weapon, being classed as the only &amp;quot;Cannon&amp;quot; type firearm in the entire game. Its incredible damage is offset by its high weight and loud report, drawing tons of zombies when it is fired. It is also notable for being able to switch from semi-automatic to full auto though this is of limited utility given its 5 round magazine. It has &amp;quot;Jackhammer&amp;quot; emblazoned on both sides of the stock.&lt;br /&gt;
[[file:Bfg50A.jpg|thumb|none|450px|Serbu BFG-50A - .50 BMG]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903_Springfield#M1903A4_Springfield|Springfield M1903A4]] appears in the game as the &amp;quot;M1903A4 Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M1903A4Weaver.jpeg|thumb|none|450px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in the game as the &amp;quot;Model 70 Classic&amp;quot; , &amp;quot;Hunter's Model 70&amp;quot; , &amp;quot;Heirloom Model 70&amp;quot; and &amp;quot;Trumbull Gatekeeper&amp;quot;.&lt;br /&gt;
[[file:Win70-2.jpg|thumb|none|450px|Modern update of the classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt R80 Monitor==&lt;br /&gt;
The [[Colt Monitor|Colt R80 Monitor]] appears as a further variant, under the &amp;quot;FBI Fighting Rifle,&amp;quot; a reference to its use by the Bureau against organized criminals in the Prohibition era. &lt;br /&gt;
[[file:Coltmonitor.jpg‎|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Monitor 1.jpg|thumb|none|600px|The Colt Monitor on the survivor's pack. It uses an extended thirty-round magazine, and has a metal-colored stock, the opposite of the above variants and of what it should actually have.]]&lt;br /&gt;
[[file:StateOfDecay2 ColtMonitor 2.jpg|thumb|none|600px|The survivor readies his Monitor in case some reanimated mobsters need icing; the animations actually work with this variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] can be used with two variants, the &amp;quot;M1918 BAR&amp;quot; and &amp;quot;Barrow Style BAR&amp;quot; - the latter resembles the cut-down BAR used by Clyde Barrow.&lt;br /&gt;
[[file:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 1.jpg|thumb|none|600px|The stock still appears to be wood, similar to the actual M1918 WWI era variant.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 2.jpg|thumb|none|600px|Taking aim with the BAR. It incorrectly uses pistol grip animations despite not having one.]]&lt;br /&gt;
[[File:Moscat.jpg|450px|thumb|none|Clyde Barrow's cut down BAR - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 1.jpg|thumb|none|600px|The cut-down M1918A2 in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 2.jpg|thumb|none|600px|Wielding the Barrow-style BAR, again with an invisible pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==M203 grenade launcher==&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game as the &amp;quot;M203 Standalone&amp;quot; , &amp;quot;Echo-S5 Gas Launcher&amp;quot; and &amp;quot;Heartland Launcher&amp;quot;.&lt;br /&gt;
[[file:RM Equipment M203PI standalone.jpg|thumb|none|450px|RM Equipment M203PI in &amp;quot;Tactical Mounting System&amp;quot; standalone stock with an M203 vertical grip - 40×46mm]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[Milkor_MGL#MGL_Mk_1L|Milkor MGL Mk 1L]] appears in the game as the &amp;quot;M32 MGL&amp;quot; and &amp;quot;MGL-N Firewhirl&amp;quot;.&lt;br /&gt;
[[file:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[file:StateOfDecay2 M32 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M32 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Sage BML-37==&lt;br /&gt;
The [[Sage BML-37]] appears in the game as the &amp;quot;BML-40&amp;quot;.&lt;br /&gt;
[[file:Sage BML-37.jpg|thumb|none|450px|Sage BML-37 - 37mm Sage Rifled]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Post_Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1526446</id>
		<title>State of Decay 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1526446"/>
		<updated>2022-10-18T02:38:19Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Glock 19X */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''State of Decay''&lt;br /&gt;
|picture = State of Decay 2 box art 1.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[State of Decay (disambiguation)|''State of Decay'']]&lt;br /&gt;
|date= May 22, 2018&lt;br /&gt;
|developer= Undead Labs&lt;br /&gt;
|platforms= Microsoft Windows&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher= Xbox Game Studios&lt;br /&gt;
|genre=Action-adventure&amp;lt;br&amp;gt;Survival horror&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''State of Decay 2''''' is the 2018 third-person sequel to [[State of Decay]], the open world zombie apocalypse video game developed by Undead Labs and published by Microsoft Studios. It blends various genres including action, stealth, role-playing, co-op, strategy and survival horror in its depiction of a community attempting to rebuild during a zombie apocalypse, taking place in five different maps in unknown rural areas of the U.S. Players control characters as they scavenge supplies, sneak and fight to survive and protect their group of fellow survivors. In a sense, the player plays as the entire community, rather than one character, and can switch between individual characters to control.&lt;br /&gt;
&lt;br /&gt;
The game's combat has an equal focus on melee weapons and firearms, and it features an incredible host of guns divided into several categories across eleven calibers. The categories are &amp;quot;pistol&amp;quot;, &amp;quot;assault pistol&amp;quot;, &amp;quot;revolver&amp;quot;, &amp;quot;rifle&amp;quot;, &amp;quot;assault&amp;quot; (any select-fire weapon that would otherwise be in the rifle category, this includes submachine guns, assault rifles, and battle rifles), &amp;quot;shotgun&amp;quot;, &amp;quot;assault shotgun&amp;quot; (any self-loading shotgun), anti-materiel rifles, and various miscellaneous weapons such as crossbow. Typically least 5 new guns are added monthly in the shape of new &amp;quot;bounty broker rewards&amp;quot;. Due to the sheer variety of different guns available, calibers are simplified somewhat for gameplay purposes. Some guns are described as being rechambered in more common calibers, and 'similar' calibers are grouped together for simplicity's sake (e.g. 7.62x39, 7.62x51, and .30-06 guns all use &amp;quot;7.62&amp;quot; ammo). &lt;br /&gt;
&lt;br /&gt;
With exceptions for bolt action rifles and pump action shotguns, all weapons in each category share a single reload animation for that category. This means that to load weapons like an [[MP5]] or an [[M4]], the player goes through the exact same animations that they would for loading an [[AK-47]], which means yanking an imaginary charging handle on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons and ammunition can be found by looting various buildings in the valley, like houses, gun shops, police stations and military camps. While individual items of loot are largely randomized, which means that what guns you find varies widely from one playthrough to the next, different categories still have higher chances of showing up in certain places. I.E. a barn/house with a deer skull/cabin in the woods is far more likely to have a bolt action rifle then a grocery store or gas station, and a prepper shed, police station or gun store would be more likely to have an AR-15.&lt;br /&gt;
&lt;br /&gt;
Weapon accuracy, rate of fire and recoil are affected by the player character's skill level, as is the speed of reloading and clearing jams. The game's guns feature durability, jamming (when at low condition), +1 reloading where appropriate, varying levels of noise depending on design and caliber, and many of them can be fitted with suppressors to muffle their report. Sights and magazines are locked to the guns themselves, and cannot be swapped around like suppressors. When in a safe area like a base, reloading  an empty weapon capable of +1 reloading automatically chambers an extra round from your ammo supply as well as giving you a full magazine.&lt;br /&gt;
&lt;br /&gt;
For balance reasons, the suppressors speed up damage the weapons take, rather than getting damaged themselves, with a sliding scale of how much damage they do following the grade of suppressor. An improvised suppressor, made from a fuel filter, will suppress slightly less, and violently speed up the rate the gun loses durability, then an advanced suppressor, modelled after an Osprey 9, which will suppress very well, and barely speed up the rate the weapon takes damage. Any damage to a weapon can be repaired with &amp;quot;spare parts&amp;quot;, a crafting material that you can find, or acquire by breaking down weapons, but certain more complex weapons will require far more.&lt;br /&gt;
&lt;br /&gt;
Other than the Juggernaut zombies, any bullet will kill any zombie with a single brain shot. This allows &amp;quot;weaker&amp;quot; weapons to stay viable over short ranges, also allowing the player to spread out their ammo choices, rather then using up all their 5.56, then having to use a useless caliber.&lt;br /&gt;
&lt;br /&gt;
The weapon mechanics, while somewhat arcade-y, do force realism upon the players choices. Such as taking a PPK over an AR-15, you know that the AR is far more accurate, has a larger magazine, and hits harder, but the PPK is a fifth of the weight, the ammo is much lighter, and the .22 LR will still kill a zombie with a single headshot.&lt;br /&gt;
&lt;br /&gt;
Due to the emphasis on stealth, sound is a huge factor in gameplay. Any sound, from a broken window to a gunshot, can attract any zombies within earshot. Accordingly, louder guns are more hazardous to use due to the amount of attention they bring, and suppressors are a big asset, though it's a trade off with the damage they do to weapons. Each weapon has a stat called &amp;quot;quietness&amp;quot; that determines the range at which zombies can hear shots and how effective suppressors are.&lt;br /&gt;
&lt;br /&gt;
Every few months, the game introduces a set of new weapons, unlockable via an NPC known as Cash Beaumont, A.K.A. the Bounty Broker, a post-apocalypse philanthropist who will award you rare items in return for doing generic things. The rarer/better the item, the more extensive the challenge will be. All the challenges are somewhat tied into the item, for example, killing 80 zombies with automatic weapons grants you a specific [[BAR]] variant. These items CAN be found in ambient loot, but are far rarer than guns in the base game. Because the majority of in game weapons are real world civilian weapons that would be practical for American citizens in rural areas, the Bounty Broker weapons serve as an excuse for the devs to introduce less practical firearms, such as a fully automatic [[AKS-74U]] that has no business appearing in regular loot.&lt;br /&gt;
&lt;br /&gt;
Up until September of 2021, the player could only carry one ranged weapon, regardless of side, but can now carry a pistol or certain shotguns on the thigh as a sidearm, and any other ranged weapon on their back.&lt;br /&gt;
&lt;br /&gt;
There are several variants of the same weapon in the game. They differ in the size of the magazine, sight or caliber.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example &amp;quot;1911&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;1911&amp;quot; - The basic model of the weapon. 7-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Dillinger Pattern 1911&amp;quot; - Same model. It has a magazine for 20 rounds and an automatic shot mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example &amp;quot;Ruger Mk III&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. The basic model of the weapon. 10-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Competition Mk3&amp;quot;. The gun has a quick-change magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Sighted Mk3&amp;quot;. Pistol with RDS sight.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. 20-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The article shows the basic models of weapons.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer Longslide==&lt;br /&gt;
The [[AMT Hardballer|AMT Hardballer Longslide]] appears in the game as the &amp;quot;1911 Long Slide&amp;quot;.&lt;br /&gt;
[[file:ED 45.jpg|thumb|none|350px|AMT Hardballer Longslide with laserlock sight as used in the film [[Terminator, The (1984)]] - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 3.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears in the game as the &amp;quot;M9&amp;quot;.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm. US military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] comes in two variants: &amp;quot;Surplus M1911&amp;quot; and &amp;quot;WWII Commander`s 1911&amp;quot;.&lt;br /&gt;
[[file:M1911Colt.jpg‎|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 P-07 Duty==&lt;br /&gt;
The [[CZ_75#CZ_75_P-07_Duty|CZ 75 P-07 Duty]] appears in the game as the &amp;quot;P-07&amp;quot;, &amp;quot;P-07 Pro&amp;quot; and &amp;quot;Sighted P-07&amp;quot;.&lt;br /&gt;
[[file:CzP07Duty.jpg|thumb|none|350px|CZ 75 P-07 Duty - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] comes in two versions. With and without a compensator. The versions without the compensator are &amp;quot;Vulture .44&amp;quot;, &amp;quot;Vulture .44-Ex&amp;quot; and &amp;quot;King Vulture .44&amp;quot;. The compensator versions are &amp;quot;Brock's Golden Vulture .44&amp;quot;, &amp;quot;Police Auction Golden Vulture&amp;quot; and &amp;quot;RTX Rampart&amp;quot;.&lt;br /&gt;
[[File:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX (Current Production) - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45 Tactical==&lt;br /&gt;
The [[FN_FNP#FNP-45|FN FNP-45 Tactical]] appears in the game as the &amp;quot;F45 Tactical&amp;quot;.&lt;br /&gt;
[[File:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game as the &amp;quot;G17&amp;quot;, &amp;quot;Precision G17&amp;quot;, &amp;quot;G18 Auto&amp;quot; and &amp;quot;G18 Auto Custom&amp;quot;. It is identifiable as a 5th generation model by the ambidextrous slide stop and the lack of finger grooves. It has a high capacity and fire rate, as well as common and low-weight ammunition. It breaks after ~154 shots.&lt;br /&gt;
[[File:Glock17Gen5.jpg|thumb|none|350px|Glock 17 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 1.jpg|thumb|none|600px|The pistol in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 2.jpg|thumb|none|600px|The Glock being aimed.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
The [[Glock 19X]] appears in the game, incorrectly referred to as the &amp;quot;G45&amp;quot; and &amp;quot;G45 Burst&amp;quot;. While the Glock 45 and Glock 19X are visually identical (the difference being the 19X is only offered in coyote color, has no forward slide serrations and is slightly wider while the 45 is only offered in black and sports forward slide serrations) the lack of forward slide serrations on the ingame model would make it a Glock 19X but black.&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|350px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 1.jpg|thumb|none|600px|Pistol in game. Since no forward slide serrations can be seen, it can be inferred the gun is actually a black Glock 19X, not a Glock 45. Glock 19Xs have no forward slide serrations while the Glock 45 does, otherwise the two handguns are visually identical.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
The [[Glock 26]] appears in the game as the &amp;quot;G26&amp;quot; and &amp;quot;G26 FDE&amp;quot;. The frame is depicted with an accessory rail, which unmodified Glock 26s do not have in reality.&lt;br /&gt;
[[File:Glock26 Gen5.jpg|thumb|none|350px|Glock 26 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 26 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2Glock 26 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 34==&lt;br /&gt;
The [[Glock 34]] Gen 5 appears in the game as the &amp;quot;G34&amp;quot; and &amp;quot;G34 FDE&amp;quot;. Of note is that the 5th generation version of the Glock 34 is only manufactured with a MOS (Modular Optic System) configuration in reality, whereas the in-game weapon doesn't appears to be MOS-configured. It serves a slightly heavier but slighter more accurate version of the [[Glock 17]]. Other than that, it is identical in every way.&lt;br /&gt;
[[File:Glock34 Gen5 MOS.jpg|thumb|none|350px|Glock 34 MOS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Compact Protector==&lt;br /&gt;
A two-tone [[Wilson Combat &amp;quot;Protector&amp;quot;]] appears under the name &amp;quot;1911&amp;quot;, taking .45 ACP as it should. It's a usable weapon, but its loud report, high weight, heavy and rarer ammo, low capacity, high recoil, and slow fire rate ensure it plays second fiddle to the majority of the game's 9mm handguns in every factor other than durability, breaking after ~154 shots. An alternate version named the Hobbyist's 1911 comes with a 10 round extended magazine and a reflex sight appears. 1911's hammers are incorrectly modeled to be down, except when the slide is back.&lt;br /&gt;
[[Image:WilsonProtector.jpg|thumb|none|350px|Wilson Combat &amp;quot;Protector&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears in the game as the &amp;quot;Target Mk3&amp;quot;, &amp;quot;Competition Mk3&amp;quot;, &amp;quot;Extended Mk3&amp;quot; and &amp;quot;Sighted Mk3&amp;quot;.&lt;br /&gt;
[[file:Ruger MkIII Target.jpg‎|thumb|none|350px|Ruger Mk III Target - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Legion==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Legion]] appears in the game as the &amp;quot;P220-9&amp;quot;, &amp;quot;P220-9 Elite&amp;quot;, &amp;quot;P220-45&amp;quot;, &amp;quot;P220-45 Elite&amp;quot;, &amp;quot;P226&amp;quot;, &amp;quot;P226 Elite&amp;quot; and &amp;quot;M17&amp;quot;. Its depiction as the military issue M17 is incorrect; the M17 is actually based on the newer P320 series of pistols.&lt;br /&gt;
[[file:P226 legion.jpg|thumb|none|350px|SIG-Sauer P226 Legion - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] appears in the game as the &amp;quot;Echo-S6 Pistol&amp;quot; and &amp;quot;Restored Echo-S6 Pistol&amp;quot;. However the ingame version is chambered for .45 ACP, making it technically a Maxim 45. The real world Maxim does not offer other chamberings except 9mm.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|350px|none|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 1.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther PPK]] appears in the game as the &amp;quot;PPK&amp;quot;, &amp;quot;Micro Dot PPK&amp;quot; and &amp;quot;Sleeper Cell PPK&amp;quot;. It is chambered in .22LR, a characteristic of some PP and PPK/S commercial models, but not done with actual PPK pistols.&lt;br /&gt;
[[file:Waltherppk32acp.jpg‎|thumb|none|350px|Walther PPK - .32 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ M2==&lt;br /&gt;
The [[Walther PPQ M2]] appears in the game as the &amp;quot;PPQ 45&amp;quot; and &amp;quot;PPQ 9&amp;quot;. &lt;br /&gt;
[[File:Walther PPQ-M2 9mm.jpg|thumb|none|350px|Walther PPQ M2, note the button magazine release - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 1.jpg|thumb|none|600px|A holstered PPQ, which gives a good view of the M2's magazine release button.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 2.jpg|thumb|none|600px|Aiming the modern Walther.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CLEO Pistol&amp;quot;==&lt;br /&gt;
The pistol appears in the game as the &amp;quot;CLEO Pistol&amp;quot; and &amp;quot;CLEO Machine Pistol&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 5.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Chiappa Rhino 50DS==&lt;br /&gt;
The [[Chiappa Rhino 50DS]] appears in the game as the &amp;quot;Safari Razorback .44&amp;quot;.&lt;br /&gt;
[[File:Chiappa Rhino 5&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 50DS (5&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1917 Revolver==&lt;br /&gt;
The [[Colt M1917 Revolver]] appears in the game as the &amp;quot;M1917 Revolver&amp;quot;.&lt;br /&gt;
[[file:ColtModel1917ArmyEx.jpg|thumb|none|350px|Colt M1917 Revolver - .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1917 Revolver Visually Modified===&lt;br /&gt;
The revolver appears in the game as the &amp;quot;OSS Silent Night&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in the game as the &amp;quot;Viper&amp;quot;, &amp;quot;Hunter's Viper&amp;quot; and &amp;quot;Old Lawman's Viper&amp;quot;.&lt;br /&gt;
[[File:Colt-Python.jpg|thumb|none|350px|Colt Python - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1875==&lt;br /&gt;
The [[Remington 1875]] appears in the game as the &amp;quot;Model 1875 Fuorilegge&amp;quot; and &amp;quot;Model 1875 Sceriffo&amp;quot;.&lt;br /&gt;
[[file:Remington 1875.jpg|thumb|none|350px|Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:Ub75Army.jpg|thumb|none|350px|Ubertl replica of a Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 3.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 4.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]] appears in the game as the &amp;quot;Blackhawk .45 Revolver&amp;quot; and &amp;quot;Rinnegato .45 Revolver&amp;quot;.&lt;br /&gt;
[[file:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger SP101==&lt;br /&gt;
The [[Ruger SP101]] appears in the game as the &amp;quot;SP101 Tassie Devil&amp;quot; and &amp;quot;SP101 Devilette .22&amp;quot;.&lt;br /&gt;
[[file:Sp101 2inch 350.jpg|thumb|none|350px|Ruger SP101 - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] appears in the game as the &amp;quot;Model 29&amp;quot; and &amp;quot;Hunter's Model 29&amp;quot;.&lt;br /&gt;
[[File:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 460 / 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 460]] or [[Smith &amp;amp; Wesson Model 500]]  appears in the game as the &amp;quot;Echo-S1 Revolver&amp;quot; , &amp;quot;Restored Echo-S1 Revolver&amp;quot;. However unlike those revolvers which are chambered in magnum calibers, the Echo-S3 is instead chambered for .22LR rounds, making it useful for stealthy situations but less practical if large targets like Juggernauts are encountered.&lt;br /&gt;
[[file:460v.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 460 - .460 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:Smith&amp;amp;Wesson500-4inch.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 3.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 986==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 986]] appears in the game as the &amp;quot;9mm Pro 986 Revolver&amp;quot; and &amp;quot;Backup Bossy&amp;quot;.&lt;br /&gt;
[[file:Smith &amp;amp; Wesson Model 986.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 986 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90/Pump-Action Hybrid==&lt;br /&gt;
A hybrid [[Benelli M4|Benelli M4 Super 90]] and pump-action shotgun appears in the game as the &amp;quot;Echo-S3 Shotgun&amp;quot; and &amp;quot;Restored Echo-S3 Shotgun&amp;quot;. It sports an integrally suppressed barrel, custom fore-end and pistol grip and tritium night sights. It appears to be a custom made hybrid shotgun; it sports the receiver and stock of a Benelli M4 Super 90, but appears to be converted to function in pump-action only and with a custom magazine tube and endcap; Benelli M4s are semi-automatic only and sport a 5+1 or 7+1 magazine tube, while the ingame weapon has a 6+1 capacity.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 1.jpg|thumb|none|600px|Shotgun in game. Its hybrid nature is visible here; the receiver and stock are that of a Benelli M4 but everything forward of that is a unique design not based on any existing shotgun.]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 2.jpg|thumb|none|600px|Shotgun in hands. Despite being a pump-action shotgun, it sports a charging handle on the bolt, a feature of semi-automatic shotguns.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] appears in the game as the &amp;quot;AA-12&amp;quot;.&lt;br /&gt;
[[file:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A short barrel and tube [[Franchi SPAS-12]] appears in the game as the &amp;quot;SPAS-12&amp;quot;.&lt;br /&gt;
[[file:Franchi12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk Type 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk Type 97-2|Hawk Type 97-2]] appears in the game as the &amp;quot;Kodiak&amp;quot;, &amp;quot;Kodiak XL&amp;quot; and &amp;quot;RTX Wolverine&amp;quot;. It is depicted as using [[Saiga 12|Saiga]] magazines. It appears to be based on both (shortened) pump-action and the rare semi-auto variants, with the general shape of the first, but with the semi-auto system of the second.&lt;br /&gt;
[[File:Hawk 97-2 short.jpg|thumb|none|400px|Hawk Type 97-2 short - 12 gauge]]&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|400px|Hawk Semi-Auto Shotgun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears in the game as the &amp;quot;KSG&amp;quot; and &amp;quot;Faithful KSG&amp;quot;. Like almost all depictions of it, it is shown mechanically as one long tube, with the animation to switch between tubes absent.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG Visually Modified===&lt;br /&gt;
The visually modified [[Kel-Tec KSG]] appears in the game as the &amp;quot;CLEO Shotgun&amp;quot; and &amp;quot;CLEO Assault Shotgun&amp;quot;.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590]] appears in the game as the &amp;quot;Police M590A1&amp;quot; and &amp;quot;M590 Sea and Sky&amp;quot;. The Sea and Sky variant is shown heavily customized with Magpul furniture, sporting a gray SGA stock and fore-end.&lt;br /&gt;
[[file:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 1.jpg|thumb|none|600px|Shotgun in game. It has a magazine tube restrictor on the end, limiting its capacity to 7+1 shells. M590A1s generally have an 8 round tube plus 1 in the chamber for 9 total rounds. ]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
The M590 Sea and Sky Shotgun can only be obtained through modding the game or by finding it in containers in Trumbull Valley in the Homecoming DLC.&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 1.jpg|thumb|none|600px|Shotgun in game. Despite sporting a full length magazine tube, it only holds 6+1 shells.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590 sawed-off===&lt;br /&gt;
The [[Mossberg 590|Mossberg 590 sawed-off]] appears in the game as the &amp;quot;M590 FDGB&amp;quot;.&lt;br /&gt;
[[file:M590shock.jpg|thumb|none|450px|Mossberg 590 Shockwave - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 930 SPX Tactical==&lt;br /&gt;
The [[Mossberg 930|Mossberg 930 SPX Tactical]] appears in the game as the &amp;quot;930 SPX&amp;quot;.&lt;br /&gt;
[[file:Mossberg 930 SPX Tactical.jpg|thumb|none|450px|Mossberg 930 SPX Tactical - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Custom===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Cold Turkey&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Visually Modified===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Sea Dog Blunderbuss&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
The [[Remington Model 870]] appears in the game as the &amp;quot;Model 870&amp;quot; and &amp;quot;Vintage Model 870&amp;quot;.&lt;br /&gt;
[[file:Rem870WingAP.jpg|thumb|none|450px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 Entry Gun===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 Entry Gun]] with a shortened barrel appears in the game as the &amp;quot;C1-A Ursus&amp;quot; and &amp;quot;CM1-A Breacher&amp;quot;. Its description states that it is a Canadian model which was imported into the US (which is interesting as 870s are manufactured in the United States) while its designation implies it is a Canadian military weapon as service weapons are appended with &amp;quot;C&amp;quot; designations similar to US &amp;quot;M&amp;quot; weapons.&lt;br /&gt;
[[file:Rem870entry.jpg|thumb|none|450px|Remington Model 870 Entry Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 sawed-off===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 sawed-off]] appears in the game as the &amp;quot;870 Sawed-Off&amp;quot; and &amp;quot;Reliable 870 Sawed-Off&amp;quot;.&lt;br /&gt;
[[file:SawnoffShotgun2.jpg|thumb|none|450px|Remington 870 with sawed off barrel and stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] appears in the game as the &amp;quot;R12&amp;quot;, &amp;quot;Trusty R12&amp;quot;, &amp;quot;DEVGRU X12 Infiltrator&amp;quot; and &amp;quot;R12 Import&amp;quot;.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Short-barreled Saiga 12===&lt;br /&gt;
A Saiga 12 with a very short barrel and no stock appears in the game as the &amp;quot;RTX Cyclone&amp;quot; and &amp;quot;RTX Cyclone Tactical&amp;quot;. The magazines are loaded at a wrong angle.&lt;br /&gt;
[[File:Saiga 12K Drum.jpg|thumb|none|450px|Custom Saiga 12K with short barrel - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in the game as the &amp;quot;Model 1887 Shotgun&amp;quot;.&lt;br /&gt;
[[file:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1887 sawed-off===&lt;br /&gt;
The [[Winchester Model 1887|Winchester Model 1887 sawed-off]] appears in the game as the &amp;quot;Sawed-Off Model 1887&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|450px|Winchester Model 1887 sawed-off (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 Trench Gun]] appears in the game as the &amp;quot;M97 Trench Gun&amp;quot;.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==CMMG MkGs Banshee 300==&lt;br /&gt;
The [[CMMG MkGs|CMMG MkGs Banshee 300]] appears in the game as the &amp;quot;Samurai SMG&amp;quot;. It incorrectly models the magazine as being perpendicular to the receiver, when in reality, it is slanted towards the trigger. This angle would make feeding from Glock pattern magazines impossible.&lt;br /&gt;
[[File:CMMG Banshee MkGs FDE finish.jpg|thumb|none|400px|CMMG MkGs Banshee 300 with FDE finish - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears in the game as the &amp;quot;EVO 3&amp;quot;.&lt;br /&gt;
[[file:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 1.jpg|thumb|none|600px|SMG in game. It does not appear to have any sights, which would make aiming difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;MP5A2&amp;quot; , &amp;quot;MP5A2 Spec Ops&amp;quot; , &amp;quot;JL94 Civilian&amp;quot; and &amp;quot;JL94 Custom&amp;quot;. The in-game models are strangely equipped with early type &amp;quot;slimline&amp;quot; handguard, while the UI icons all showing a profile with polymer &amp;quot;tropical&amp;quot; handguard.&lt;br /&gt;
[[file:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2 Visually Modified===&lt;br /&gt;
The visually modified [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;CLEO SMG&amp;quot;.&lt;br /&gt;
[[File:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CLEOMP5 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO MP5 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears in the game as the &amp;quot;SP5K Civilian&amp;quot; , &amp;quot;SP5K Custom&amp;quot; , &amp;quot;MP5K Navy&amp;quot; and &amp;quot;MP5K Spec Ops&amp;quot;.&lt;br /&gt;
[[file:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD6]] appears in the game as the &amp;quot;MP5SD&amp;quot; and &amp;quot;Echo-S4 SMG&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 1.jpg|thumb|none|600px|SMG in game. It strangely has the stock fully collapsed and there is no way to extend it.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 2.jpg|thumb|none|600px|Echo-S4 SMG in hands. Like the other Echo weapons, it sports a flat dark earth (FDE) finish. It also differs from the standard SD6 by having its stock fully extended.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_UMP|Heckler &amp;amp; Koch UMP45]] appears in the game as the &amp;quot;UMP SMG&amp;quot;. It was initially introduced with a 20-round magazine capacity, but a later patch based on community feedback upped the capacity to its correct 25 rounds.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi]] appears in the game as the &amp;quot;Civilian Uzi 22 Pistol&amp;quot; and &amp;quot;Raider's Uzi 22&amp;quot;.&lt;br /&gt;
[[file:MiniUzi 01.jpg|thumb|none|350px|IMI Mini Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|IMI Uzi]] appears in the game as the &amp;quot;Uzi 9mm&amp;quot;. It was added in the &amp;quot;Fearsome Footage&amp;quot; pack which included a number of movie based weapons, such as Negan's barbed wire-wrapped baseball bat from [[The Walking Dead]]. The pack also included [[Terminator]]'s [[AMT Hardballer|&amp;quot;Longslide with the laser sight&amp;quot;]] and [[SPAS-12|&amp;quot;Italian Autoloader&amp;quot;]]. The name is a reference to what the T-800 calls it.&lt;br /&gt;
&lt;br /&gt;
[[file:Uzi.jpg|thumb|none|350px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:EGEBR9FU4AEEPwA (1).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] appears in the game as the &amp;quot;Civilian Vector Ultracompact&amp;quot; , &amp;quot;RTX Piranha&amp;quot; , &amp;quot;Spec Ops Vector SMG&amp;quot; , &amp;quot;Vector SMG&amp;quot; and &amp;quot;Civilian Vector Carbine&amp;quot;.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector EOTech red dot sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:ResidentEvilTDIVector 01.jpg|thumb|none|350px|KRISS USA Gen I Vector with stock removed - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] appears in the game as the &amp;quot;M3 Grease Gun&amp;quot; and &amp;quot;Graveyard Shift&amp;quot;. &lt;br /&gt;
[[File:M3fieldmod.jpg|thumb|none|350px|M3 Grease Gun with &amp;quot;field modified&amp;quot; charging handle - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 1.jpg|thumb|none|600px|The Grease Gun holstered on the survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 2.jpg|thumb|none|600px|Wielding the M3 reveals it has an added charging handle and cut in the receiver; this was a modification done to M3s due to their fragile stock charging handles.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|350px|M3A1 Grease Gun with suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 3.jpg|thumb|none|600px|A view of the suppressed M3.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 4.jpg|thumb|none|600px|Pointing the quiet Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears in the game as the &amp;quot;MAC-10&amp;quot; and &amp;quot;MAC-V&amp;quot;. &lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 1.jpg|thumb|none|600px|MAC-V SMG in game. Its name is a reference to MAC-V SOG, an elite unit who operated during the Vietnam War and were known to use suppressed MAC-10s.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 3.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] appears in the game as the &amp;quot;MP40 Submachine Gun&amp;quot;.&lt;br /&gt;
[[file:MP40Side.jpg|thumb|none|350px|MP40 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Soviet PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41 Visually Modified===&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Danger Dog PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 6.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 7.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the game as the &amp;quot;MPX Submachine Gun&amp;quot;. It is mainly based on the Gen 1 version (with an early stock), as evidenced by the SIGMod handguard and the standard MIL-STD-1913 Picatinny rail, though it is depicted with an MPX Gen 2's ejection port. It is notably chambered in .357 SIG instead of 9mm; while a .357 SIG chambering was planned, it is not currently offered on production MPXs and the gun is to date only available in 9mm.&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|400px|SIG-Sauer MPX (Gen 1) with early stock - 9x19mm]]&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR (Gen 2) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer MPX 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2SIG-Sauer MPX 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX PCC==&lt;br /&gt;
[[File:MPX PCC.jpg|thumb|none|450px|SIG-Sauer MPX PCC - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
The [[M1A1 Thompson]] appears in the game as the &amp;quot;M1A1 Thompson&amp;quot; , &amp;quot;Gangland Strad&amp;quot; and &amp;quot;Ceremonial M1A1 Thompson&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game as the &amp;quot;Classic AK-47&amp;quot;.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 1.jpg|thumb|none|600px|The AK-47 in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A hybrid of the [[AK-47]] and the [[AKM]]. It has the stamped receiver of an AKM, combined with the gas tube, gas block and front sight of an AK-47. It is fitted with a Magpul MOE AK stock and a Tapco railed handguard. Appears in the game as the &amp;quot;AK-47&amp;quot; , &amp;quot;Custom AK-47&amp;quot; , &amp;quot;Prepper's AK-47&amp;quot; , &amp;quot;Raider's AK-47&amp;quot; , &amp;quot;Sighted AK-47&amp;quot; , &amp;quot;Durability Test Gun&amp;quot; and &amp;quot;Eternal Guard's Infinite Rage&amp;quot;. The &amp;quot;Eternal Guard's Infinite Rage&amp;quot; variant sports a whopping 150-round helical magazine based on the North Korean Type 88's unique helical magazine rumored to hold between 100 and 150 rounds. However said rifle is chambered in 5.45x39mm; fitting 150 rounds of 7.62x39 in a similar magazine would be much more difficult if not outright impossible.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE Furniture - 7.62x39mm]]&lt;br /&gt;
[[file:Ak47mw.2.jpg|thumb|none|450px|'''Photoshopped''' AKM with Tapco Intrafuse and T6 furniture sets, and an M4 buttstock and Stock Adapter - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 1.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears in the game as the &amp;quot;AKS-74U Valentine&amp;quot;. For gameplay purposes it is chambered in 5.56x45mm instead of the real AKS-74Us 5.45x39mm, similar to an Arsenal SLR-106UR.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 3.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;M4A1&amp;quot; , &amp;quot;M4X1 DMR Heavy&amp;quot; , &amp;quot;M4X2 Lite SSW&amp;quot; , &amp;quot;Operator's M4A1&amp;quot; , &amp;quot;Sighted M4A1&amp;quot; , &amp;quot;Raider's AR-15&amp;quot; and &amp;quot;AR-15&amp;quot;.&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 6.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 7.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Visually Modified===&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;Masterwork Assault Rifle&amp;quot; and &amp;quot;Network DIY Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Custom===&lt;br /&gt;
A custom variant of the [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;GSG-W&amp;quot;. It is based on high-end competion grade AR-15 type rifles popular in the United States; as such it sports an M-LOK handguard, desert tan ergonomic pistol grip and collapsible stock and EOTech holographic sight. In an homage to the TV series Better Off Ted, it is stated to be manufactured by the fictional conglomerate Veridian Dynamics.&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H|FN SCAR-H CQC]] appears in the game as the &amp;quot;SCAR-H&amp;quot; , &amp;quot;Sighted SCAR-H&amp;quot; and &amp;quot;RTX Stormbringer&amp;quot;.&lt;br /&gt;
[[file:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] appears in the game as the &amp;quot;X-36C&amp;quot;. It is notably integrally suppressed; how exactly this is accomplished given that the G36 is piston driven and the suppressor covers the piston above the barrel is not explained, but the suppressor notably clips through the sides of the gun model as well. The rifle also is modified with a STANAG magazine well, loading steel M16 magazines instead of its proprietary translucent polymer magazines. It also sports a G36KV stock and comes in a light green army camo finish.&lt;br /&gt;
[[file:HK G36CKV.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 1.jpg|thumb|none|600px|Rifle in game. The suppressor model can be seen clipping through the sides of the handguard.]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416 A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416 A5]] appears in the game as the &amp;quot;SWAT 416&amp;quot; , &amp;quot;Echo-S7 Assault Rifle&amp;quot; and &amp;quot;Restored Echo-S7 Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:HK416A5 11.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 A5 - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 2.jpg|thumb|none|600px|SWAT 416 in hand.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 1.jpg|thumb|none|600px|Echo-S7 rifle in game. It differs from the SWAT 416 by sporting an FDE finish and a vertical foregrip but is otherwise identical.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 2.jpg|thumb|none|600px|Echo-S7 rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SBR==&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SBR]] appears in the game as the &amp;quot;HB PDW&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SBR.jpg|thumb|none|450px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Q Honey Badger SD===&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SD]] appears in the game as the &amp;quot;HB SD Blackout&amp;quot; and &amp;quot;HB Snow Fox&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Robinson Armament XCR Visually Modified==&lt;br /&gt;
The fictional &amp;quot;CLEO Battle Rifle&amp;quot; and &amp;quot;CLEO Sharpshooter Rifle&amp;quot; appears to be based on a [[Robinson Armament XCR]] rifle, with an added cutlass grip between the bottom of the pistol grip and the upper receiver extended out to cover almost the entire length of the barrel. &lt;br /&gt;
[[File:Robarm XCR R.jpg|thumb|none|450px|Robinson Armament XCR-L Standard - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 1.jpg|thumb|none|600px|The &amp;quot;CLEO Battle Rifle&amp;quot; on a survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 2.jpg|thumb|none|600px|Aiming at a blue trailer. Here an Armalite style charging handle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears in the game as the &amp;quot;MCX RT&amp;quot;.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] appears in the game as the &amp;quot;M1-A&amp;quot; and &amp;quot;M1-A Short&amp;quot;.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield Armory M1A with JAE-100 G3 stock===&lt;br /&gt;
The [[Springfield Armory M1A|Springfield Armory M1A with JAE-100 G3 stock]] appears in the game as the &amp;quot;M14 DMR&amp;quot; , &amp;quot;SOCOM II&amp;quot; and &amp;quot;RTX Hordebreaker&amp;quot;.&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|Springfield Armory M1A with JAE-100 G3 stock - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
=Pistol-Caliber Carbines=&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_USC|Heckler &amp;amp; Koch USC]] appears in the game as the &amp;quot;USC Carbine&amp;quot; and Doomsday Carbine&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K-USC Rifle.jpg|thumb|none|350px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 USC 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 USC 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi Semi-Auto Carbine==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi Semi-Auto Carbine]] appears in the game as the &amp;quot;Civilian Uzi 22 Carbine&amp;quot;.&lt;br /&gt;
[[file:IMI Mini Uzi Semi-Auto Carbine‎.jpg|thumb|none|350px|IMI Mini Uzi Semi-Auto Carbine - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000 Gen2==&lt;br /&gt;
The [[Kel-Tec SUB-2000]] appears in the game as the &amp;quot;Simple S2K&amp;quot; and &amp;quot;Trail Blazer X2K&amp;quot;.&lt;br /&gt;
[[file:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|450px|Kel-Tec SUB-2000 Gen2 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 25==&lt;br /&gt;
The [[Marlin Model 25]] appears in the game as the &amp;quot;Echo-S2 Rifle&amp;quot; and &amp;quot;Restored Echo-S2 Rifle&amp;quot;.&lt;br /&gt;
[[file:Marlin Model 25.jpg|thumb|none|450px|Marlin Model 25 - .22LR]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears in the game as the &amp;quot;10/22 Carbine&amp;quot; , &amp;quot;Fake-A 47&amp;quot; , &amp;quot;Exterminator's 10/22&amp;quot; and &amp;quot;Prepper's 10/22&amp;quot;.&lt;br /&gt;
[[file:Ruger1022-black.jpg|thumb|none|450px|Ruger 10/22 - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger PC Carbine==&lt;br /&gt;
The [[Ruger_Police_Carbine#PC_Carbine|Ruger PC Carbine]] appears in the game as the &amp;quot;RC-9 Police Carbine&amp;quot;.&lt;br /&gt;
[[file:RugerPCcarbine.jpg|thumb|none|450px|Ruger PC Carbine - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Henry Big Boy==&lt;br /&gt;
The [[Henry 1860|Henry Big Boy]] appears in the game as the &amp;quot;Big Hank Rifle&amp;quot; and &amp;quot;Scoped Big Hank Rifle&amp;quot;.&lt;br /&gt;
[[File:HBBLG.jpg|thumb|none|450px|Henry Big Boy with loading gate - .44 Rimfire (RF)]]&lt;br /&gt;
[[file:StateOfDecay2 HenryBig Boy 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Henry Big Boy 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1 Carbine]] appears in the game as the &amp;quot;M1 Carbine&amp;quot; and &amp;quot;T4/M2 Carbine&amp;quot;.&lt;br /&gt;
[[file:AutoOrdM1Carbine.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1A1 Carbine]] appears in the game as the &amp;quot;M1 Para Carbine&amp;quot;.&lt;br /&gt;
[[file:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS_rifle#SKS|Simonov SKS]] appears in the game as the &amp;quot;Classic SKS Rifle&amp;quot; , &amp;quot;Hunter SKS&amp;quot; and &amp;quot;Non-Compliant SKS&amp;quot;.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 4.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The [[Winchester Model 1892]] appears in the game as the &amp;quot;Model 92 Rifle&amp;quot; and &amp;quot;Scoped Model 92 Rifle&amp;quot;.&lt;br /&gt;
[[file:Winchester1892Carbine.jpg|thumb|none|450px|Winchester 1892 - .38-40]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;===&lt;br /&gt;
The [[Winchester_Model_1892#.22Mare.27s_Leg.22|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;]] appears in the game as the &amp;quot;Mare's Leg&amp;quot;.&lt;br /&gt;
[[file:Model1892MaresLeg.jpg|thumb|none|450px|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot; – .44-40.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Long Ranger==&lt;br /&gt;
The [[Henry Long Ranger]] appears in the game as the &amp;quot;Duvall Outrider&amp;quot;.&lt;br /&gt;
[[file:Henry Long Ranger.jpg|thumb|none|450px|Henry Long Ranger - 308 Winchester]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
The [[Accuracy International Arctic Warfare]] appears in the game as the &amp;quot;Arctic Warrior&amp;quot; and &amp;quot;Spec Ops AW&amp;quot;. A customized version meant to be the AW50 appears as the &amp;quot;Spyglass Rifle.&amp;quot; The Arctic Warrior variant is fitted with a Trijicon ACOG scope while the Spec Ops AW variant is fitted with a traditional 8x sniper scope.&lt;br /&gt;
[[file:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 1.jpg|thumb|none|600px|Sniper rifle in game. It does not appear to have any iron sights or scope.]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 2.jpg|thumb|none|600px|Sniper rifle in hands. With no scope or iron sights, hitting anything would be extremely difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 1.jpg|thumb|none|600px|Spyglass Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 2.jpg|thumb|none|600px|Spyglass Rifle in hands. While somewhat embellished, the fact that this is chambered in .50 caliber suggests this is meant to resemble an AW50.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M99==&lt;br /&gt;
An absolutely bizarre-looking [[Barrett M99]] is seen in the game as the &amp;quot;Model 99-50&amp;quot; and &amp;quot;M99X1 Timberwolf.&amp;quot; The model features a three-round magazine and magwell located '''ahead''' of the trigger group (akin to its non-bullpup counterparts) but the bolt action is still located in the rear of the stock, bullpup style.&lt;br /&gt;
[[file:Barrett m99-1.jpg|thumb|none|450px|Barrett M99 - .50 BMG / .416 Barrett]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 1.jpg|thumb|none|600px|The frankenBarrett on the character's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 2.jpg|thumb|none|600px|Pointing the rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 1.jpg|thumb|none|600px|The &amp;quot;M99X1 Timberwolf&amp;quot; variant, which has a [[Barrett M98B]]-style magwell.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 2.jpg|thumb|none|600px|Aiming the Timberwolf.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M100 Intervention==&lt;br /&gt;
A cut-down version of the [[Cheyenne Tactical M100 Intervention]] rifle is found ingame as the &amp;quot;Oteo Howitzer&amp;quot;.&lt;br /&gt;
[[file:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 caliber]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
The [[M24 Sniper Weapon System]] appears in the game as the &amp;quot;Police Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M24.jpg|thumb|none|450px|M24 Sniper Weapon System - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle Visually Modified==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] appears in the game as the &amp;quot;CLEO Blaste Rifle&amp;quot; and &amp;quot;CLEO Heavy Sniper&amp;quot;.&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q The Fix==&lt;br /&gt;
The [[Q The Fix|Fix]] and [[Q The Fix|Mini Fix]], a bolt action rifle made by Q, can be found in the game as the &amp;quot;D-BAR&amp;quot; and &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q THE FIX 16 6.5 CREEDMOOR TAN ACCENTS.jpg|thumb|none|450px|Q THE FIX - 6.5 Creedmoor]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 1.jpg|thumb|none|600px|The full length &amp;quot;D-BAR&amp;quot; rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 2.jpg|thumb|none|600px|Aiming the scopeless long Fix rifle.]]&lt;br /&gt;
&lt;br /&gt;
===Q Mini Fix===&lt;br /&gt;
The [[Q The Fix|Mini Fix]] appears in the game as the &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q MINI FIX 300 BLK PISTOL 1.jpg|thumb|none|450px|Q MINI FIX - 300 BLK]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 1.jpg|thumb|none|600px|The shorter &amp;quot;D-Bartini&amp;quot; variant, which uses extended magazines.]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 2.jpg|thumb|none|600px|The shorter Fix in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger M77 Gunsite scout==&lt;br /&gt;
The [[Ruger M77 Gunsite]] appears in the game as the &amp;quot;Bolt Scout&amp;quot; and &amp;quot;Hunter`s Bolt Scout&amp;quot;. Despite being chambered in 7.62x51mm NATO, and visible being modeled with a properly sized magazine, it uses 5.56 ammo in game.&lt;br /&gt;
[[file:Ruger Gunsite.jpg|thumb|none|450px|Ruger M77 Gunsite scout rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50A==&lt;br /&gt;
The [[BFG-50A|Serbu BFG-50A]] appears in the game as the &amp;quot;B50FG&amp;quot;. It notably has its own category of weapon, being classed as the only &amp;quot;Cannon&amp;quot; type firearm in the entire game. Its incredible damage is offset by its high weight and loud report, drawing tons of zombies when it is fired. It is also notable for being able to switch from semi-automatic to full auto though this is of limited utility given its 5 round magazine. It has &amp;quot;Jackhammer&amp;quot; emblazoned on both sides of the stock.&lt;br /&gt;
[[file:Bfg50A.jpg|thumb|none|450px|Serbu BFG-50A - .50 BMG]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903_Springfield#M1903A4_Springfield|Springfield M1903A4]] appears in the game as the &amp;quot;M1903A4 Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M1903A4Weaver.jpeg|thumb|none|450px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in the game as the &amp;quot;Model 70 Classic&amp;quot; , &amp;quot;Hunter's Model 70&amp;quot; , &amp;quot;Heirloom Model 70&amp;quot; and &amp;quot;Trumbull Gatekeeper&amp;quot;.&lt;br /&gt;
[[file:Win70-2.jpg|thumb|none|450px|Modern update of the classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt R80 Monitor==&lt;br /&gt;
The [[Colt Monitor|Colt R80 Monitor]] appears as a further variant, under the &amp;quot;FBI Fighting Rifle,&amp;quot; a reference to its use by the Bureau against organized criminals in the Prohibition era. &lt;br /&gt;
[[file:Coltmonitor.jpg‎|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Monitor 1.jpg|thumb|none|600px|The Colt Monitor on the survivor's pack. It uses an extended thirty-round magazine, and has a metal-colored stock, the opposite of the above variants and of what it should actually have.]]&lt;br /&gt;
[[file:StateOfDecay2 ColtMonitor 2.jpg|thumb|none|600px|The survivor readies his Monitor in case some reanimated mobsters need icing; the animations actually work with this variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] can be used with two variants, the &amp;quot;M1918 BAR&amp;quot; and &amp;quot;Barrow Style BAR&amp;quot; - the latter resembles the cut-down BAR used by Clyde Barrow.&lt;br /&gt;
[[file:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 1.jpg|thumb|none|600px|The stock still appears to be wood, similar to the actual M1918 WWI era variant.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 2.jpg|thumb|none|600px|Taking aim with the BAR. It incorrectly uses pistol grip animations despite not having one.]]&lt;br /&gt;
[[File:Moscat.jpg|450px|thumb|none|Clyde Barrow's cut down BAR - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 1.jpg|thumb|none|600px|The cut-down M1918A2 in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 2.jpg|thumb|none|600px|Wielding the Barrow-style BAR, again with an invisible pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==M203 grenade launcher==&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game as the &amp;quot;M203 Standalone&amp;quot; , &amp;quot;Echo-S5 Gas Launcher&amp;quot; and &amp;quot;Heartland Launcher&amp;quot;.&lt;br /&gt;
[[file:RM Equipment M203PI standalone.jpg|thumb|none|450px|RM Equipment M203PI in &amp;quot;Tactical Mounting System&amp;quot; standalone stock with an M203 vertical grip - 40×46mm]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[Milkor_MGL#MGL_Mk_1L|Milkor MGL Mk 1L]] appears in the game as the &amp;quot;M32 MGL&amp;quot; and &amp;quot;MGL-N Firewhirl&amp;quot;.&lt;br /&gt;
[[file:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[file:StateOfDecay2 M32 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M32 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Sage BML-37==&lt;br /&gt;
The [[Sage BML-37]] appears in the game as the &amp;quot;BML-40&amp;quot;.&lt;br /&gt;
[[file:Sage BML-37.jpg|thumb|none|450px|Sage BML-37 - 37mm Sage Rifled]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Post_Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1525750</id>
		<title>State of Decay 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1525750"/>
		<updated>2022-10-14T19:35:21Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Accuracy International Arctic Warfare */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''State of Decay''&lt;br /&gt;
|picture = State of Decay 2 box art 1.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[State of Decay (disambiguation)|''State of Decay'']]&lt;br /&gt;
|date= May 22, 2018&lt;br /&gt;
|developer= Undead Labs&lt;br /&gt;
|platforms= Microsoft Windows&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher= Xbox Game Studios&lt;br /&gt;
|genre=Action-adventure&amp;lt;br&amp;gt;Survival horror&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''State of Decay 2''''' is the 2018 third-person sequel to [[State of Decay]], the open world zombie apocalypse video game developed by Undead Labs and published by Microsoft Studios. It blends various genres including action, stealth, role-playing, co-op, strategy and survival horror in its depiction of a community attempting to rebuild during a zombie apocalypse, taking place in five different maps in unknown rural areas of the U.S. Players control characters as they scavenge supplies, sneak and fight to survive and protect their group of fellow survivors. In a sense, the player plays as the entire community, rather than one character, and can switch between individual characters to control.&lt;br /&gt;
&lt;br /&gt;
The game's combat has an equal focus on melee weapons and firearms, and it features an incredible host of guns divided into several categories across eleven calibers. The categories are &amp;quot;pistol&amp;quot;, &amp;quot;assault pistol&amp;quot;, &amp;quot;revolver&amp;quot;, &amp;quot;rifle&amp;quot;, &amp;quot;assault&amp;quot; (any select-fire weapon that would otherwise be in the rifle category, this includes submachine guns, assault rifles, and battle rifles), &amp;quot;shotgun&amp;quot;, &amp;quot;assault shotgun&amp;quot; (any self-loading shotgun), anti-materiel rifles, and various miscellaneous weapons such as crossbow. Typically least 5 new guns are added monthly in the shape of new &amp;quot;bounty broker rewards&amp;quot;. Due to the sheer variety of different guns available, calibers are simplified somewhat for gameplay purposes. Some guns are described as being rechambered in more common calibers, and 'similar' calibers are grouped together for simplicity's sake (e.g. 7.62x39, 7.62x51, and .30-06 guns all use &amp;quot;7.62&amp;quot; ammo). &lt;br /&gt;
&lt;br /&gt;
With exceptions for bolt action rifles and pump action shotguns, all weapons in each category share a single reload animation for that category. This means that to load weapons like an [[MP5]] or an [[M4]], the player goes through the exact same animations that they would for loading an [[AK-47]], which means yanking an imaginary charging handle on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons and ammunition can be found by looting various buildings in the valley, like houses, gun shops, police stations and military camps. While individual items of loot are largely randomized, which means that what guns you find varies widely from one playthrough to the next, different categories still have higher chances of showing up in certain places. I.E. a barn/house with a deer skull/cabin in the woods is far more likely to have a bolt action rifle then a grocery store or gas station, and a prepper shed, police station or gun store would be more likely to have an AR-15.&lt;br /&gt;
&lt;br /&gt;
Weapon accuracy, rate of fire and recoil are affected by the player character's skill level, as is the speed of reloading and clearing jams. The game's guns feature durability, jamming (when at low condition), +1 reloading where appropriate, varying levels of noise depending on design and caliber, and many of them can be fitted with suppressors to muffle their report. Sights and magazines are locked to the guns themselves, and cannot be swapped around like suppressors. When in a safe area like a base, reloading  an empty weapon capable of +1 reloading automatically chambers an extra round from your ammo supply as well as giving you a full magazine.&lt;br /&gt;
&lt;br /&gt;
For balance reasons, the suppressors speed up damage the weapons take, rather than getting damaged themselves, with a sliding scale of how much damage they do following the grade of suppressor. An improvised suppressor, made from a fuel filter, will suppress slightly less, and violently speed up the rate the gun loses durability, then an advanced suppressor, modelled after an Osprey 9, which will suppress very well, and barely speed up the rate the weapon takes damage. Any damage to a weapon can be repaired with &amp;quot;spare parts&amp;quot;, a crafting material that you can find, or acquire by breaking down weapons, but certain more complex weapons will require far more.&lt;br /&gt;
&lt;br /&gt;
Other than the Juggernaut zombies, any bullet will kill any zombie with a single brain shot. This allows &amp;quot;weaker&amp;quot; weapons to stay viable over short ranges, also allowing the player to spread out their ammo choices, rather then using up all their 5.56, then having to use a useless caliber.&lt;br /&gt;
&lt;br /&gt;
The weapon mechanics, while somewhat arcade-y, do force realism upon the players choices. Such as taking a PPK over an AR-15, you know that the AR is far more accurate, has a larger magazine, and hits harder, but the PPK is a fifth of the weight, the ammo is much lighter, and the .22 LR will still kill a zombie with a single headshot.&lt;br /&gt;
&lt;br /&gt;
Due to the emphasis on stealth, sound is a huge factor in gameplay. Any sound, from a broken window to a gunshot, can attract any zombies within earshot. Accordingly, louder guns are more hazardous to use due to the amount of attention they bring, and suppressors are a big asset, though it's a trade off with the damage they do to weapons. Each weapon has a stat called &amp;quot;quietness&amp;quot; that determines the range at which zombies can hear shots and how effective suppressors are.&lt;br /&gt;
&lt;br /&gt;
Every few months, the game introduces a set of new weapons, unlockable via an NPC known as Cash Beaumont, A.K.A. the Bounty Broker, a post-apocalypse philanthropist who will award you rare items in return for doing generic things. The rarer/better the item, the more extensive the challenge will be. All the challenges are somewhat tied into the item, for example, killing 80 zombies with automatic weapons grants you a specific [[BAR]] variant. These items CAN be found in ambient loot, but are far rarer than guns in the base game. Because the majority of in game weapons are real world civilian weapons that would be practical for American citizens in rural areas, the Bounty Broker weapons serve as an excuse for the devs to introduce less practical firearms, such as a fully automatic [[AKS-74U]] that has no business appearing in regular loot.&lt;br /&gt;
&lt;br /&gt;
Up until September of 2021, the player could only carry one ranged weapon, regardless of side, but can now carry a pistol or certain shotguns on the thigh as a sidearm, and any other ranged weapon on their back.&lt;br /&gt;
&lt;br /&gt;
There are several variants of the same weapon in the game. They differ in the size of the magazine, sight or caliber.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example &amp;quot;1911&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;1911&amp;quot; - The basic model of the weapon. 7-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Dillinger Pattern 1911&amp;quot; - Same model. It has a magazine for 20 rounds and an automatic shot mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example &amp;quot;Ruger Mk III&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. The basic model of the weapon. 10-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Competition Mk3&amp;quot;. The gun has a quick-change magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Sighted Mk3&amp;quot;. Pistol with RDS sight.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. 20-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The article shows the basic models of weapons.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer Longslide==&lt;br /&gt;
The [[AMT Hardballer|AMT Hardballer Longslide]] appears in the game as the &amp;quot;1911 Long Slide&amp;quot;.&lt;br /&gt;
[[file:ED 45.jpg|thumb|none|350px|AMT Hardballer Longslide with laserlock sight as used in the film [[Terminator, The (1984)]] - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 3.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears in the game as the &amp;quot;M9&amp;quot;.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm. US military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] comes in two variants: &amp;quot;Surplus M1911&amp;quot; and &amp;quot;WWII Commander`s 1911&amp;quot;.&lt;br /&gt;
[[file:M1911Colt.jpg‎|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 P-07 Duty==&lt;br /&gt;
The [[CZ_75#CZ_75_P-07_Duty|CZ 75 P-07 Duty]] appears in the game as the &amp;quot;P-07&amp;quot;, &amp;quot;P-07 Pro&amp;quot; and &amp;quot;Sighted P-07&amp;quot;.&lt;br /&gt;
[[file:CzP07Duty.jpg|thumb|none|350px|CZ 75 P-07 Duty - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] comes in two versions. With and without a compensator. The versions without the compensator are &amp;quot;Vulture .44&amp;quot;, &amp;quot;Vulture .44-Ex&amp;quot; and &amp;quot;King Vulture .44&amp;quot;. The compensator versions are &amp;quot;Brock's Golden Vulture .44&amp;quot;, &amp;quot;Police Auction Golden Vulture&amp;quot; and &amp;quot;RTX Rampart&amp;quot;.&lt;br /&gt;
[[File:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX (Current Production) - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45 Tactical==&lt;br /&gt;
The [[FN_FNP#FNP-45|FN FNP-45 Tactical]] appears in the game as the &amp;quot;F45 Tactical&amp;quot;.&lt;br /&gt;
[[File:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game as the &amp;quot;G17&amp;quot;, &amp;quot;Precision G17&amp;quot;, &amp;quot;G18 Auto&amp;quot; and &amp;quot;G18 Auto Custom&amp;quot;. It is identifiable as a 5th generation model by the ambidextrous slide stop and the lack of finger grooves. It has a high capacity and fire rate, as well as common and low-weight ammunition. It breaks after ~154 shots.&lt;br /&gt;
[[File:Glock17Gen5.jpg|thumb|none|350px|Glock 17 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 1.jpg|thumb|none|600px|The pistol in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 2.jpg|thumb|none|600px|The Glock being aimed.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
The [[Glock 19X]] appears in the game, incorrectly referred to as the &amp;quot;G45&amp;quot; and &amp;quot;G45 Burst&amp;quot;.&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|350px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
The [[Glock 26]] appears in the game as the &amp;quot;G26&amp;quot; and &amp;quot;G26 FDE&amp;quot;. The frame is depicted with an accessory rail, which unmodified Glock 26s do not have in reality.&lt;br /&gt;
[[File:Glock26 Gen5.jpg|thumb|none|350px|Glock 26 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 26 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2Glock 26 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 34==&lt;br /&gt;
The [[Glock 34]] Gen 5 appears in the game as the &amp;quot;G34&amp;quot; and &amp;quot;G34 FDE&amp;quot;. Of note is that the 5th generation version of the Glock 34 is only manufactured with a MOS (Modular Optic System) configuration in reality, whereas the in-game weapon doesn't appears to be MOS-configured. It serves a slightly heavier but slighter more accurate version of the [[Glock 17]]. Other than that, it is identical in every way.&lt;br /&gt;
[[File:Glock34 Gen5 MOS.jpg|thumb|none|350px|Glock 34 MOS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Compact Protector==&lt;br /&gt;
A two-tone [[Wilson Combat &amp;quot;Protector&amp;quot;]] appears under the name &amp;quot;1911&amp;quot;, taking .45 ACP as it should. It's a usable weapon, but its loud report, high weight, heavy and rarer ammo, low capacity, high recoil, and slow fire rate ensure it plays second fiddle to the majority of the game's 9mm handguns in every factor other than durability, breaking after ~154 shots. An alternate version named the Hobbyist's 1911 comes with a 10 round extended magazine and a reflex sight appears. 1911's hammers are incorrectly modeled to be down, except when the slide is back.&lt;br /&gt;
[[Image:WilsonProtector.jpg|thumb|none|350px|Wilson Combat &amp;quot;Protector&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears in the game as the &amp;quot;Target Mk3&amp;quot;, &amp;quot;Competition Mk3&amp;quot;, &amp;quot;Extended Mk3&amp;quot; and &amp;quot;Sighted Mk3&amp;quot;.&lt;br /&gt;
[[file:Ruger MkIII Target.jpg‎|thumb|none|350px|Ruger Mk III Target - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Legion==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Legion]] appears in the game as the &amp;quot;P220-9&amp;quot;, &amp;quot;P220-9 Elite&amp;quot;, &amp;quot;P220-45&amp;quot;, &amp;quot;P220-45 Elite&amp;quot;, &amp;quot;P226&amp;quot;, &amp;quot;P226 Elite&amp;quot; and &amp;quot;M17&amp;quot;. Its depiction as the military issue M17 is incorrect; the M17 is actually based on the newer P320 series of pistols.&lt;br /&gt;
[[file:P226 legion.jpg|thumb|none|350px|SIG-Sauer P226 Legion - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] appears in the game as the &amp;quot;Echo-S6 Pistol&amp;quot; and &amp;quot;Restored Echo-S6 Pistol&amp;quot;. However the ingame version is chambered for .45 ACP, making it technically a Maxim 45. The real world Maxim does not offer other chamberings except 9mm.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|350px|none|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 1.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther PPK]] appears in the game as the &amp;quot;PPK&amp;quot;, &amp;quot;Micro Dot PPK&amp;quot; and &amp;quot;Sleeper Cell PPK&amp;quot;. It is chambered in .22LR, a characteristic of some PP and PPK/S commercial models, but not done with actual PPK pistols.&lt;br /&gt;
[[file:Waltherppk32acp.jpg‎|thumb|none|350px|Walther PPK - .32 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ M2==&lt;br /&gt;
The [[Walther PPQ M2]] appears in the game as the &amp;quot;PPQ 45&amp;quot; and &amp;quot;PPQ 9&amp;quot;. &lt;br /&gt;
[[File:Walther PPQ-M2 9mm.jpg|thumb|none|350px|Walther PPQ M2, note the button magazine release - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 1.jpg|thumb|none|600px|A holstered PPQ, which gives a good view of the M2's magazine release button.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 2.jpg|thumb|none|600px|Aiming the modern Walther.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CLEO Pistol&amp;quot;==&lt;br /&gt;
The pistol appears in the game as the &amp;quot;CLEO Pistol&amp;quot; and &amp;quot;CLEO Machine Pistol&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 5.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Chiappa Rhino 50DS==&lt;br /&gt;
The [[Chiappa Rhino 50DS]] appears in the game as the &amp;quot;Safari Razorback .44&amp;quot;.&lt;br /&gt;
[[File:Chiappa Rhino 5&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 50DS (5&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1917 Revolver==&lt;br /&gt;
The [[Colt M1917 Revolver]] appears in the game as the &amp;quot;M1917 Revolver&amp;quot;.&lt;br /&gt;
[[file:ColtModel1917ArmyEx.jpg|thumb|none|350px|Colt M1917 Revolver - .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1917 Revolver Visually Modified===&lt;br /&gt;
The revolver appears in the game as the &amp;quot;OSS Silent Night&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in the game as the &amp;quot;Viper&amp;quot;, &amp;quot;Hunter's Viper&amp;quot; and &amp;quot;Old Lawman's Viper&amp;quot;.&lt;br /&gt;
[[File:Colt-Python.jpg|thumb|none|350px|Colt Python - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1875==&lt;br /&gt;
The [[Remington 1875]] appears in the game as the &amp;quot;Model 1875 Fuorilegge&amp;quot; and &amp;quot;Model 1875 Sceriffo&amp;quot;.&lt;br /&gt;
[[file:Remington 1875.jpg|thumb|none|350px|Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:Ub75Army.jpg|thumb|none|350px|Ubertl replica of a Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 3.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 4.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]] appears in the game as the &amp;quot;Blackhawk .45 Revolver&amp;quot; and &amp;quot;Rinnegato .45 Revolver&amp;quot;.&lt;br /&gt;
[[file:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger SP101==&lt;br /&gt;
The [[Ruger SP101]] appears in the game as the &amp;quot;SP101 Tassie Devil&amp;quot; and &amp;quot;SP101 Devilette .22&amp;quot;.&lt;br /&gt;
[[file:Sp101 2inch 350.jpg|thumb|none|350px|Ruger SP101 - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] appears in the game as the &amp;quot;Model 29&amp;quot; and &amp;quot;Hunter's Model 29&amp;quot;.&lt;br /&gt;
[[File:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 460 / 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 460]] or [[Smith &amp;amp; Wesson Model 500]]  appears in the game as the &amp;quot;Echo-S1 Revolver&amp;quot; , &amp;quot;Restored Echo-S1 Revolver&amp;quot;. However unlike those revolvers which are chambered in magnum calibers, the Echo-S3 is instead chambered for .22LR rounds, making it useful for stealthy situations but less practical if large targets like Juggernauts are encountered.&lt;br /&gt;
[[file:460v.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 460 - .460 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:Smith&amp;amp;Wesson500-4inch.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 3.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 986==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 986]] appears in the game as the &amp;quot;9mm Pro 986 Revolver&amp;quot; and &amp;quot;Backup Bossy&amp;quot;.&lt;br /&gt;
[[file:Smith &amp;amp; Wesson Model 986.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 986 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90/Pump-Action Hybrid==&lt;br /&gt;
A hybrid [[Benelli M4|Benelli M4 Super 90]] and pump-action shotgun appears in the game as the &amp;quot;Echo-S3 Shotgun&amp;quot; and &amp;quot;Restored Echo-S3 Shotgun&amp;quot;. It sports an integrally suppressed barrel, custom fore-end and pistol grip and tritium night sights. It appears to be a custom made hybrid shotgun; it sports the receiver and stock of a Benelli M4 Super 90, but appears to be converted to function in pump-action only and with a custom magazine tube and endcap; Benelli M4s are semi-automatic only and sport a 5+1 or 7+1 magazine tube, while the ingame weapon has a 6+1 capacity.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 1.jpg|thumb|none|600px|Shotgun in game. Its hybrid nature is visible here; the receiver and stock are that of a Benelli M4 but everything forward of that is a unique design not based on any existing shotgun.]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 2.jpg|thumb|none|600px|Shotgun in hands. Despite being a pump-action shotgun, it sports a charging handle on the bolt, a feature of semi-automatic shotguns.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] appears in the game as the &amp;quot;AA-12&amp;quot;.&lt;br /&gt;
[[file:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A short barrel and tube [[Franchi SPAS-12]] appears in the game as the &amp;quot;SPAS-12&amp;quot;.&lt;br /&gt;
[[file:Franchi12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk Type 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk Type 97-2|Hawk Type 97-2]] appears in the game as the &amp;quot;Kodiak&amp;quot;, &amp;quot;Kodiak XL&amp;quot; and &amp;quot;RTX Wolverine&amp;quot;. It is depicted as using [[Saiga 12|Saiga]] magazines. It appears to be based on both (shortened) pump-action and the rare semi-auto variants, with the general shape of the first, but with the semi-auto system of the second.&lt;br /&gt;
[[File:Hawk 97-2 short.jpg|thumb|none|400px|Hawk Type 97-2 short - 12 gauge]]&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|400px|Hawk Semi-Auto Shotgun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears in the game as the &amp;quot;KSG&amp;quot; and &amp;quot;Faithful KSG&amp;quot;. Like almost all depictions of it, it is shown mechanically as one long tube, with the animation to switch between tubes absent.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG Visually Modified===&lt;br /&gt;
The visually modified [[Kel-Tec KSG]] appears in the game as the &amp;quot;CLEO Shotgun&amp;quot; and &amp;quot;CLEO Assault Shotgun&amp;quot;.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590]] appears in the game as the &amp;quot;Police M590A1&amp;quot; and &amp;quot;M590 Sea and Sky&amp;quot;. The Sea and Sky variant is shown heavily customized with Magpul furniture, sporting a gray SGA stock and fore-end.&lt;br /&gt;
[[file:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 1.jpg|thumb|none|600px|Shotgun in game. It has a magazine tube restrictor on the end, limiting its capacity to 7+1 shells. M590A1s generally have an 8 round tube plus 1 in the chamber for 9 total rounds. ]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
The M590 Sea and Sky Shotgun can only be obtained through modding the game or by finding it in containers in Trumbull Valley in the Homecoming DLC.&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 1.jpg|thumb|none|600px|Shotgun in game. Despite sporting a full length magazine tube, it only holds 6+1 shells.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590 sawed-off===&lt;br /&gt;
The [[Mossberg 590|Mossberg 590 sawed-off]] appears in the game as the &amp;quot;M590 FDGB&amp;quot;.&lt;br /&gt;
[[file:M590shock.jpg|thumb|none|450px|Mossberg 590 Shockwave - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 930 SPX Tactical==&lt;br /&gt;
The [[Mossberg 930|Mossberg 930 SPX Tactical]] appears in the game as the &amp;quot;930 SPX&amp;quot;.&lt;br /&gt;
[[file:Mossberg 930 SPX Tactical.jpg|thumb|none|450px|Mossberg 930 SPX Tactical - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Custom===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Cold Turkey&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Visually Modified===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Sea Dog Blunderbuss&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
The [[Remington Model 870]] appears in the game as the &amp;quot;Model 870&amp;quot; and &amp;quot;Vintage Model 870&amp;quot;.&lt;br /&gt;
[[file:Rem870WingAP.jpg|thumb|none|450px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 Entry Gun===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 Entry Gun]] with a shortened barrel appears in the game as the &amp;quot;C1-A Ursus&amp;quot; and &amp;quot;CM1-A Breacher&amp;quot;. Its description states that it is a Canadian model which was imported into the US (which is interesting as 870s are manufactured in the United States) while its designation implies it is a Canadian military weapon as service weapons are appended with &amp;quot;C&amp;quot; designations similar to US &amp;quot;M&amp;quot; weapons.&lt;br /&gt;
[[file:Rem870entry.jpg|thumb|none|450px|Remington Model 870 Entry Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 sawed-off===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 sawed-off]] appears in the game as the &amp;quot;870 Sawed-Off&amp;quot; and &amp;quot;Reliable 870 Sawed-Off&amp;quot;.&lt;br /&gt;
[[file:SawnoffShotgun2.jpg|thumb|none|450px|Remington 870 with sawed off barrel and stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] appears in the game as the &amp;quot;R12&amp;quot;, &amp;quot;Trusty R12&amp;quot;, &amp;quot;DEVGRU X12 Infiltrator&amp;quot; and &amp;quot;R12 Import&amp;quot;.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Short-barreled Saiga 12===&lt;br /&gt;
A Saiga 12 with a very short barrel and no stock appears in the game as the &amp;quot;RTX Cyclone&amp;quot; and &amp;quot;RTX Cyclone Tactical&amp;quot;. The magazines are loaded at a wrong angle.&lt;br /&gt;
[[File:Saiga 12K Drum.jpg|thumb|none|450px|Custom Saiga 12K with short barrel - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in the game as the &amp;quot;Model 1887 Shotgun&amp;quot;.&lt;br /&gt;
[[file:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1887 sawed-off===&lt;br /&gt;
The [[Winchester Model 1887|Winchester Model 1887 sawed-off]] appears in the game as the &amp;quot;Sawed-Off Model 1887&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|450px|Winchester Model 1887 sawed-off (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 Trench Gun]] appears in the game as the &amp;quot;M97 Trench Gun&amp;quot;.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==CMMG MkGs Banshee 300==&lt;br /&gt;
The [[CMMG MkGs|CMMG MkGs Banshee 300]] appears in the game as the &amp;quot;Samurai SMG&amp;quot;. It incorrectly models the magazine as being perpendicular to the receiver, when in reality, it is slanted towards the trigger. This angle would make feeding from Glock pattern magazines impossible.&lt;br /&gt;
[[File:CMMG Banshee MkGs FDE finish.jpg|thumb|none|400px|CMMG MkGs Banshee 300 with FDE finish - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears in the game as the &amp;quot;EVO 3&amp;quot;.&lt;br /&gt;
[[file:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 1.jpg|thumb|none|600px|SMG in game. It does not appear to have any sights, which would make aiming difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;MP5A2&amp;quot; , &amp;quot;MP5A2 Spec Ops&amp;quot; , &amp;quot;JL94 Civilian&amp;quot; and &amp;quot;JL94 Custom&amp;quot;. The in-game models are strangely equipped with early type &amp;quot;slimline&amp;quot; handguard, while the UI icons all showing a profile with polymer &amp;quot;tropical&amp;quot; handguard.&lt;br /&gt;
[[file:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2 Visually Modified===&lt;br /&gt;
The visually modified [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;CLEO SMG&amp;quot;.&lt;br /&gt;
[[File:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CLEOMP5 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO MP5 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears in the game as the &amp;quot;SP5K Civilian&amp;quot; , &amp;quot;SP5K Custom&amp;quot; , &amp;quot;MP5K Navy&amp;quot; and &amp;quot;MP5K Spec Ops&amp;quot;.&lt;br /&gt;
[[file:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD6]] appears in the game as the &amp;quot;MP5SD&amp;quot; and &amp;quot;Echo-S4 SMG&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 1.jpg|thumb|none|600px|SMG in game. It strangely has the stock fully collapsed and there is no way to extend it.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 2.jpg|thumb|none|600px|Echo-S4 SMG in hands. Like the other Echo weapons, it sports a flat dark earth (FDE) finish. It also differs from the standard SD6 by having its stock fully extended.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_UMP|Heckler &amp;amp; Koch UMP45]] appears in the game as the &amp;quot;UMP SMG&amp;quot;. It was initially introduced with a 20-round magazine capacity, but a later patch based on community feedback upped the capacity to its correct 25 rounds.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi]] appears in the game as the &amp;quot;Civilian Uzi 22 Pistol&amp;quot; and &amp;quot;Raider's Uzi 22&amp;quot;.&lt;br /&gt;
[[file:MiniUzi 01.jpg|thumb|none|350px|IMI Mini Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|IMI Uzi]] appears in the game as the &amp;quot;Uzi 9mm&amp;quot;. It was added in the &amp;quot;Fearsome Footage&amp;quot; pack which included a number of movie based weapons, such as Negan's barbed wire-wrapped baseball bat from [[The Walking Dead]]. The pack also included [[Terminator]]'s [[AMT Hardballer|&amp;quot;Longslide with the laser sight&amp;quot;]] and [[SPAS-12|&amp;quot;Italian Autoloader&amp;quot;]]. The name is a reference to what the T-800 calls it.&lt;br /&gt;
&lt;br /&gt;
[[file:Uzi.jpg|thumb|none|350px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:EGEBR9FU4AEEPwA (1).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] appears in the game as the &amp;quot;Civilian Vector Ultracompact&amp;quot; , &amp;quot;RTX Piranha&amp;quot; , &amp;quot;Spec Ops Vector SMG&amp;quot; , &amp;quot;Vector SMG&amp;quot; and &amp;quot;Civilian Vector Carbine&amp;quot;.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector EOTech red dot sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:ResidentEvilTDIVector 01.jpg|thumb|none|350px|KRISS USA Gen I Vector with stock removed - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] appears in the game as the &amp;quot;M3 Grease Gun&amp;quot; and &amp;quot;Graveyard Shift&amp;quot;. &lt;br /&gt;
[[File:M3fieldmod.jpg|thumb|none|350px|M3 Grease Gun with &amp;quot;field modified&amp;quot; charging handle - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 1.jpg|thumb|none|600px|The Grease Gun holstered on the survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 2.jpg|thumb|none|600px|Wielding the M3 reveals it has an added charging handle and cut in the receiver; this was a modification done to M3s due to their fragile stock charging handles.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|350px|M3A1 Grease Gun with suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 3.jpg|thumb|none|600px|A view of the suppressed M3.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 4.jpg|thumb|none|600px|Pointing the quiet Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears in the game as the &amp;quot;MAC-10&amp;quot; and &amp;quot;MAC-V&amp;quot;. &lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 1.jpg|thumb|none|600px|MAC-V SMG in game. Its name is a reference to MAC-V SOG, an elite unit who operated during the Vietnam War and were known to use suppressed MAC-10s.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 3.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] appears in the game as the &amp;quot;MP40 Submachine Gun&amp;quot;.&lt;br /&gt;
[[file:MP40Side.jpg|thumb|none|350px|MP40 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Soviet PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41 Visually Modified===&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Danger Dog PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 6.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 7.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the game as the &amp;quot;MPX Submachine Gun&amp;quot;. It is mainly based on the Gen 1 version (with an early stock), as evidenced by the SIGMod handguard and the standard MIL-STD-1913 Picatinny rail, though it is depicted with an MPX Gen 2's ejection port. It is notably chambered in .357 SIG instead of 9mm; while a .357 SIG chambering was planned, it is not currently offered on production MPXs and the gun is to date only available in 9mm.&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|400px|SIG-Sauer MPX (Gen 1) with early stock - 9x19mm]]&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR (Gen 2) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer MPX 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2SIG-Sauer MPX 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX PCC==&lt;br /&gt;
[[File:MPX PCC.jpg|thumb|none|450px|SIG-Sauer MPX PCC - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
The [[M1A1 Thompson]] appears in the game as the &amp;quot;M1A1 Thompson&amp;quot; , &amp;quot;Gangland Strad&amp;quot; and &amp;quot;Ceremonial M1A1 Thompson&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game as the &amp;quot;Classic AK-47&amp;quot;.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 1.jpg|thumb|none|600px|The AK-47 in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A hybrid of the [[AK-47]] and the [[AKM]]. It has the stamped receiver of an AKM, combined with the gas tube, gas block and front sight of an AK-47. It is fitted with a Magpul MOE AK stock and a Tapco railed handguard. Appears in the game as the &amp;quot;AK-47&amp;quot; , &amp;quot;Custom AK-47&amp;quot; , &amp;quot;Prepper's AK-47&amp;quot; , &amp;quot;Raider's AK-47&amp;quot; , &amp;quot;Sighted AK-47&amp;quot; , &amp;quot;Durability Test Gun&amp;quot; and &amp;quot;Eternal Guard's Infinite Rage&amp;quot;. The &amp;quot;Eternal Guard's Infinite Rage&amp;quot; variant sports a whopping 150-round helical magazine based on the North Korean Type 88's unique helical magazine rumored to hold between 100 and 150 rounds. However said rifle is chambered in 5.45x39mm; fitting 150 rounds of 7.62x39 in a similar magazine would be much more difficult if not outright impossible.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE Furniture - 7.62x39mm]]&lt;br /&gt;
[[file:Ak47mw.2.jpg|thumb|none|450px|'''Photoshopped''' AKM with Tapco Intrafuse and T6 furniture sets, and an M4 buttstock and Stock Adapter - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 1.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears in the game as the &amp;quot;AKS-74U Valentine&amp;quot;. For gameplay purposes it is chambered in 5.56 instead of the real AKS-74Us 5.45x39mm, which would technically make it a very early (and fictional) AKS-101U.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 3.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;M4A1&amp;quot; , &amp;quot;M4X1 DMR Heavy&amp;quot; , &amp;quot;M4X2 Lite SSW&amp;quot; , &amp;quot;Operator's M4A1&amp;quot; , &amp;quot;Sighted M4A1&amp;quot; , &amp;quot;Raider's AR-15&amp;quot; and &amp;quot;AR-15&amp;quot;.&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 6.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 7.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Visually Modified===&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;Masterwork Assault Rifle&amp;quot; and &amp;quot;Network DIY Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Custom===&lt;br /&gt;
A custom variant of the [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;GSG-W&amp;quot;. It is based on high-end competion grade AR-15 type rifles popular in the United States; as such it sports an M-LOK handguard, desert tan ergonomic pistol grip and collapsible stock and EOTech holographic sight. In an homage to the TV series Better Off Ted, it is stated to be manufactured by the fictional conglomerate Veridian Dynamics.&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H|FN SCAR-H CQC]] appears in the game as the &amp;quot;SCAR-H&amp;quot; , &amp;quot;Sighted SCAR-H&amp;quot; and &amp;quot;RTX Stormbringer&amp;quot;.&lt;br /&gt;
[[file:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] appears in the game as the &amp;quot;X-36C&amp;quot;. It is notably integrally suppressed; how exactly this is accomplished given that the G36 is piston driven and the suppressor covers the piston above the barrel is not explained, but the suppressor notably clips through the sides of the gun model as well. The rifle also is modified with a STANAG magazine well, loading steel M16 magazines instead of its proprietary translucent polymer magazines. It also sports a G36KV stock and comes in a light green army camo finish.&lt;br /&gt;
[[file:HK G36CKV.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 1.jpg|thumb|none|600px|Rifle in game. The suppressor model can be seen clipping through the sides of the handguard.]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416 A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416 A5]] appears in the game as the &amp;quot;SWAT 416&amp;quot; , &amp;quot;Echo-S7 Assault Rifle&amp;quot; and &amp;quot;Restored Echo-S7 Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:HK416A5 11.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 A5 - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 2.jpg|thumb|none|600px|SWAT 416 in hand.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 1.jpg|thumb|none|600px|Echo-S7 rifle in game. It differs from the SWAT 416 by sporting an FDE finish and a vertical foregrip but is otherwise identical.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 2.jpg|thumb|none|600px|Echo-S7 rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SBR==&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SBR]] appears in the game as the &amp;quot;HB PDW&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SBR.jpg|thumb|none|450px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Q Honey Badger SD===&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SD]] appears in the game as the &amp;quot;HB SD Blackout&amp;quot; and &amp;quot;HB Snow Fox&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Robinson Armament XCR Visually Modified==&lt;br /&gt;
The fictional &amp;quot;CLEO Battle Rifle&amp;quot; and &amp;quot;CLEO Sharpshooter Rifle&amp;quot; appears to be based on a [[Robinson Armament XCR]] rifle, with an added cutlass grip between the bottom of the pistol grip and the upper receiver extended out to cover almost the entire length of the barrel. &lt;br /&gt;
[[File:Robarm XCR R.jpg|thumb|none|450px|Robinson Armament XCR-L Standard - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 1.jpg|thumb|none|600px|The &amp;quot;CLEO Battle Rifle&amp;quot; on a survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 2.jpg|thumb|none|600px|Aiming at a blue trailer. Here an Armalite style charging handle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears in the game as the &amp;quot;MCX RT&amp;quot;.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] appears in the game as the &amp;quot;M1-A&amp;quot; and &amp;quot;M1-A Short&amp;quot;.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield Armory M1A with JAE-100 G3 stock===&lt;br /&gt;
The [[Springfield Armory M1A|Springfield Armory M1A with JAE-100 G3 stock]] appears in the game as the &amp;quot;M14 DMR&amp;quot; , &amp;quot;SOCOM II&amp;quot; and &amp;quot;RTX Hordebreaker&amp;quot;.&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|Springfield Armory M1A with JAE-100 G3 stock - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
=Pistol-Caliber Carbines=&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_USC|Heckler &amp;amp; Koch USC]] appears in the game as the &amp;quot;USC Carbine&amp;quot; and Doomsday Carbine&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K-USC Rifle.jpg|thumb|none|350px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 USC 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 USC 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi Semi-Auto Carbine==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi Semi-Auto Carbine]] appears in the game as the &amp;quot;Civilian Uzi 22 Carbine&amp;quot;.&lt;br /&gt;
[[file:IMI Mini Uzi Semi-Auto Carbine‎.jpg|thumb|none|350px|IMI Mini Uzi Semi-Auto Carbine - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000 Gen2==&lt;br /&gt;
The [[Kel-Tec SUB-2000]] appears in the game as the &amp;quot;Simple S2K&amp;quot; and &amp;quot;Trail Blazer X2K&amp;quot;.&lt;br /&gt;
[[file:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|450px|Kel-Tec SUB-2000 Gen2 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 25==&lt;br /&gt;
The [[Marlin Model 25]] appears in the game as the &amp;quot;Echo-S2 Rifle&amp;quot; and &amp;quot;Restored Echo-S2 Rifle&amp;quot;.&lt;br /&gt;
[[file:Marlin Model 25.jpg|thumb|none|450px|Marlin Model 25 - .22LR]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears in the game as the &amp;quot;10/22 Carbine&amp;quot; , &amp;quot;Fake-A 47&amp;quot; , &amp;quot;Exterminator's 10/22&amp;quot; and &amp;quot;Prepper's 10/22&amp;quot;.&lt;br /&gt;
[[file:Ruger1022-black.jpg|thumb|none|450px|Ruger 10/22 - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger PC Carbine==&lt;br /&gt;
The [[Ruger_Police_Carbine#PC_Carbine|Ruger PC Carbine]] appears in the game as the &amp;quot;RC-9 Police Carbine&amp;quot;.&lt;br /&gt;
[[file:RugerPCcarbine.jpg|thumb|none|450px|Ruger PC Carbine - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Henry Big Boy==&lt;br /&gt;
The [[Henry 1860|Henry Big Boy]] appears in the game as the &amp;quot;Big Hank Rifle&amp;quot; and &amp;quot;Scoped Big Hank Rifle&amp;quot;.&lt;br /&gt;
[[File:HBBLG.jpg|thumb|none|450px|Henry Big Boy with loading gate - .44 Rimfire (RF)]]&lt;br /&gt;
[[file:StateOfDecay2 HenryBig Boy 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Henry Big Boy 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1 Carbine]] appears in the game as the &amp;quot;M1 Carbine&amp;quot; and &amp;quot;T4/M2 Carbine&amp;quot;.&lt;br /&gt;
[[file:AutoOrdM1Carbine.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1A1 Carbine]] appears in the game as the &amp;quot;M1 Para Carbine&amp;quot;.&lt;br /&gt;
[[file:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS_rifle#SKS|Simonov SKS]] appears in the game as the &amp;quot;Classic SKS Rifle&amp;quot; , &amp;quot;Hunter SKS&amp;quot; and &amp;quot;Non-Compliant SKS&amp;quot;.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 4.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The [[Winchester Model 1892]] appears in the game as the &amp;quot;Model 92 Rifle&amp;quot; and &amp;quot;Scoped Model 92 Rifle&amp;quot;.&lt;br /&gt;
[[file:Winchester1892Carbine.jpg|thumb|none|450px|Winchester 1892 - .38-40]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;===&lt;br /&gt;
The [[Winchester_Model_1892#.22Mare.27s_Leg.22|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;]] appears in the game as the &amp;quot;Mare's Leg&amp;quot;.&lt;br /&gt;
[[file:Model1892MaresLeg.jpg|thumb|none|450px|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot; – .44-40.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Long Ranger==&lt;br /&gt;
The [[Henry Long Ranger]] appears in the game as the &amp;quot;Duvall Outrider&amp;quot;.&lt;br /&gt;
[[file:Henry Long Ranger.jpg|thumb|none|450px|Henry Long Ranger - 308 Winchester]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
The [[Accuracy International Arctic Warfare]] appears in the game as the &amp;quot;Arctic Warrior&amp;quot; and &amp;quot;Spec Ops AW&amp;quot;. A customized version meant to be the AW50 appears as the &amp;quot;Spyglass Rifle.&amp;quot; The Arctic Warrior variant is fitted with a Trijicon ACOG scope while the Spec Ops AW variant is fitted with a traditional 8x sniper scope.&lt;br /&gt;
[[file:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 1.jpg|thumb|none|600px|Sniper rifle in game. It does not appear to have any iron sights or scope.]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 2.jpg|thumb|none|600px|Sniper rifle in hands. With no scope or iron sights, hitting anything would be extremely difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 1.jpg|thumb|none|600px|Spyglass Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 2.jpg|thumb|none|600px|Spyglass Rifle in hands. While somewhat embellished, the fact that this is chambered in .50 caliber suggests this is meant to resemble an AW50.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M99==&lt;br /&gt;
An absolutely bizarre-looking [[Barrett M99]] is seen in the game as the &amp;quot;Model 99-50&amp;quot; and &amp;quot;M99X1 Timberwolf.&amp;quot; The model features a three-round magazine and magwell located '''ahead''' of the trigger group (akin to its non-bullpup counterparts) but the bolt action is still located in the rear of the stock, bullpup style.&lt;br /&gt;
[[file:Barrett m99-1.jpg|thumb|none|450px|Barrett M99 - .50 BMG / .416 Barrett]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 1.jpg|thumb|none|600px|The frankenBarrett on the character's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 2.jpg|thumb|none|600px|Pointing the rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 1.jpg|thumb|none|600px|The &amp;quot;M99X1 Timberwolf&amp;quot; variant, which has a [[Barrett M98B]]-style magwell.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 2.jpg|thumb|none|600px|Aiming the Timberwolf.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M100 Intervention==&lt;br /&gt;
A cut-down version of the [[Cheyenne Tactical M100 Intervention]] rifle is found ingame as the &amp;quot;Oteo Howitzer&amp;quot;.&lt;br /&gt;
[[file:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 caliber]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
The [[M24 Sniper Weapon System]] appears in the game as the &amp;quot;Police Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M24.jpg|thumb|none|450px|M24 Sniper Weapon System - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle Visually Modified==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] appears in the game as the &amp;quot;CLEO Blaste Rifle&amp;quot; and &amp;quot;CLEO Heavy Sniper&amp;quot;.&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q The Fix==&lt;br /&gt;
The [[Q The Fix|Fix]] and [[Q The Fix|Mini Fix]], a bolt action rifle made by Q, can be found in the game as the &amp;quot;D-BAR&amp;quot; and &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q THE FIX 16 6.5 CREEDMOOR TAN ACCENTS.jpg|thumb|none|450px|Q THE FIX - 6.5 Creedmoor]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 1.jpg|thumb|none|600px|The full length &amp;quot;D-BAR&amp;quot; rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 2.jpg|thumb|none|600px|Aiming the scopeless long Fix rifle.]]&lt;br /&gt;
&lt;br /&gt;
===Q Mini Fix===&lt;br /&gt;
The [[Q The Fix|Mini Fix]] appears in the game as the &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q MINI FIX 300 BLK PISTOL 1.jpg|thumb|none|450px|Q MINI FIX - 300 BLK]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 1.jpg|thumb|none|600px|The shorter &amp;quot;D-Bartini&amp;quot; variant, which uses extended magazines.]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 2.jpg|thumb|none|600px|The shorter Fix in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger M77 Gunsite scout==&lt;br /&gt;
The [[Ruger M77 Gunsite]] appears in the game as the &amp;quot;Bolt Scout&amp;quot; and &amp;quot;Hunter`s Bolt Scout&amp;quot;. Despite being chambered in 7.62x51mm NATO, and visible being modeled with a properly sized magazine, it uses 5.56 ammo in game.&lt;br /&gt;
[[file:Ruger Gunsite.jpg|thumb|none|450px|Ruger M77 Gunsite scout rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50A==&lt;br /&gt;
The [[BFG-50A|Serbu BFG-50A]] appears in the game as the &amp;quot;B50FG&amp;quot;. It notably has its own category of weapon, being classed as the only &amp;quot;Cannon&amp;quot; type firearm in the entire game. Its incredible damage is offset by its high weight and loud report, drawing tons of zombies when it is fired. It is also notable for being able to switch from semi-automatic to full auto though this is of limited utility given its 5 round magazine. It has &amp;quot;Jackhammer&amp;quot; emblazoned on both sides of the stock.&lt;br /&gt;
[[file:Bfg50A.jpg|thumb|none|450px|Serbu BFG-50A - .50 BMG]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903_Springfield#M1903A4_Springfield|Springfield M1903A4]] appears in the game as the &amp;quot;M1903A4 Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M1903A4Weaver.jpeg|thumb|none|450px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in the game as the &amp;quot;Model 70 Classic&amp;quot; , &amp;quot;Hunter's Model 70&amp;quot; , &amp;quot;Heirloom Model 70&amp;quot; and &amp;quot;Trumbull Gatekeeper&amp;quot;.&lt;br /&gt;
[[file:Win70-2.jpg|thumb|none|450px|Modern update of the classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt R80 Monitor==&lt;br /&gt;
The [[Colt Monitor|Colt R80 Monitor]] appears as a further variant, under the &amp;quot;FBI Fighting Rifle,&amp;quot; a reference to its use by the Bureau against organized criminals in the Prohibition era. &lt;br /&gt;
[[file:Coltmonitor.jpg‎|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Monitor 1.jpg|thumb|none|600px|The Colt Monitor on the survivor's pack. It uses an extended thirty-round magazine, and has a metal-colored stock, the opposite of the above variants and of what it should actually have.]]&lt;br /&gt;
[[file:StateOfDecay2 ColtMonitor 2.jpg|thumb|none|600px|The survivor readies his Monitor in case some reanimated mobsters need icing; the animations actually work with this variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] can be used with two variants, the &amp;quot;M1918 BAR&amp;quot; and &amp;quot;Barrow Style BAR&amp;quot; - the latter resembles the cut-down BAR used by Clyde Barrow.&lt;br /&gt;
[[file:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 1.jpg|thumb|none|600px|The stock still appears to be wood, similar to the actual M1918 WWI era variant.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 2.jpg|thumb|none|600px|Taking aim with the BAR. It incorrectly uses pistol grip animations despite not having one.]]&lt;br /&gt;
[[File:Moscat.jpg|450px|thumb|none|Clyde Barrow's cut down BAR - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 1.jpg|thumb|none|600px|The cut-down M1918A2 in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 2.jpg|thumb|none|600px|Wielding the Barrow-style BAR, again with an invisible pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==M203 grenade launcher==&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game as the &amp;quot;M203 Standalone&amp;quot; , &amp;quot;Echo-S5 Gas Launcher&amp;quot; and &amp;quot;Heartland Launcher&amp;quot;.&lt;br /&gt;
[[file:RM Equipment M203PI standalone.jpg|thumb|none|450px|RM Equipment M203PI in &amp;quot;Tactical Mounting System&amp;quot; standalone stock with an M203 vertical grip - 40×46mm]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[Milkor_MGL#MGL_Mk_1L|Milkor MGL Mk 1L]] appears in the game as the &amp;quot;M32 MGL&amp;quot; and &amp;quot;MGL-N Firewhirl&amp;quot;.&lt;br /&gt;
[[file:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[file:StateOfDecay2 M32 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M32 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Sage BML-37==&lt;br /&gt;
The [[Sage BML-37]] appears in the game as the &amp;quot;BML-40&amp;quot;.&lt;br /&gt;
[[file:Sage BML-37.jpg|thumb|none|450px|Sage BML-37 - 37mm Sage Rifled]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Post_Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1525748</id>
		<title>State of Decay 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1525748"/>
		<updated>2022-10-14T19:29:05Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Heckler &amp;amp; Koch HK416 A5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''State of Decay''&lt;br /&gt;
|picture = State of Decay 2 box art 1.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[State of Decay (disambiguation)|''State of Decay'']]&lt;br /&gt;
|date= May 22, 2018&lt;br /&gt;
|developer= Undead Labs&lt;br /&gt;
|platforms= Microsoft Windows&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher= Xbox Game Studios&lt;br /&gt;
|genre=Action-adventure&amp;lt;br&amp;gt;Survival horror&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''State of Decay 2''''' is the 2018 third-person sequel to [[State of Decay]], the open world zombie apocalypse video game developed by Undead Labs and published by Microsoft Studios. It blends various genres including action, stealth, role-playing, co-op, strategy and survival horror in its depiction of a community attempting to rebuild during a zombie apocalypse, taking place in five different maps in unknown rural areas of the U.S. Players control characters as they scavenge supplies, sneak and fight to survive and protect their group of fellow survivors. In a sense, the player plays as the entire community, rather than one character, and can switch between individual characters to control.&lt;br /&gt;
&lt;br /&gt;
The game's combat has an equal focus on melee weapons and firearms, and it features an incredible host of guns divided into several categories across eleven calibers. The categories are &amp;quot;pistol&amp;quot;, &amp;quot;assault pistol&amp;quot;, &amp;quot;revolver&amp;quot;, &amp;quot;rifle&amp;quot;, &amp;quot;assault&amp;quot; (any select-fire weapon that would otherwise be in the rifle category, this includes submachine guns, assault rifles, and battle rifles), &amp;quot;shotgun&amp;quot;, &amp;quot;assault shotgun&amp;quot; (any self-loading shotgun), anti-materiel rifles, and various miscellaneous weapons such as crossbow. Typically least 5 new guns are added monthly in the shape of new &amp;quot;bounty broker rewards&amp;quot;. Due to the sheer variety of different guns available, calibers are simplified somewhat for gameplay purposes. Some guns are described as being rechambered in more common calibers, and 'similar' calibers are grouped together for simplicity's sake (e.g. 7.62x39, 7.62x51, and .30-06 guns all use &amp;quot;7.62&amp;quot; ammo). &lt;br /&gt;
&lt;br /&gt;
With exceptions for bolt action rifles and pump action shotguns, all weapons in each category share a single reload animation for that category. This means that to load weapons like an [[MP5]] or an [[M4]], the player goes through the exact same animations that they would for loading an [[AK-47]], which means yanking an imaginary charging handle on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons and ammunition can be found by looting various buildings in the valley, like houses, gun shops, police stations and military camps. While individual items of loot are largely randomized, which means that what guns you find varies widely from one playthrough to the next, different categories still have higher chances of showing up in certain places. I.E. a barn/house with a deer skull/cabin in the woods is far more likely to have a bolt action rifle then a grocery store or gas station, and a prepper shed, police station or gun store would be more likely to have an AR-15.&lt;br /&gt;
&lt;br /&gt;
Weapon accuracy, rate of fire and recoil are affected by the player character's skill level, as is the speed of reloading and clearing jams. The game's guns feature durability, jamming (when at low condition), +1 reloading where appropriate, varying levels of noise depending on design and caliber, and many of them can be fitted with suppressors to muffle their report. Sights and magazines are locked to the guns themselves, and cannot be swapped around like suppressors. When in a safe area like a base, reloading  an empty weapon capable of +1 reloading automatically chambers an extra round from your ammo supply as well as giving you a full magazine.&lt;br /&gt;
&lt;br /&gt;
For balance reasons, the suppressors speed up damage the weapons take, rather than getting damaged themselves, with a sliding scale of how much damage they do following the grade of suppressor. An improvised suppressor, made from a fuel filter, will suppress slightly less, and violently speed up the rate the gun loses durability, then an advanced suppressor, modelled after an Osprey 9, which will suppress very well, and barely speed up the rate the weapon takes damage. Any damage to a weapon can be repaired with &amp;quot;spare parts&amp;quot;, a crafting material that you can find, or acquire by breaking down weapons, but certain more complex weapons will require far more.&lt;br /&gt;
&lt;br /&gt;
Other than the Juggernaut zombies, any bullet will kill any zombie with a single brain shot. This allows &amp;quot;weaker&amp;quot; weapons to stay viable over short ranges, also allowing the player to spread out their ammo choices, rather then using up all their 5.56, then having to use a useless caliber.&lt;br /&gt;
&lt;br /&gt;
The weapon mechanics, while somewhat arcade-y, do force realism upon the players choices. Such as taking a PPK over an AR-15, you know that the AR is far more accurate, has a larger magazine, and hits harder, but the PPK is a fifth of the weight, the ammo is much lighter, and the .22 LR will still kill a zombie with a single headshot.&lt;br /&gt;
&lt;br /&gt;
Due to the emphasis on stealth, sound is a huge factor in gameplay. Any sound, from a broken window to a gunshot, can attract any zombies within earshot. Accordingly, louder guns are more hazardous to use due to the amount of attention they bring, and suppressors are a big asset, though it's a trade off with the damage they do to weapons. Each weapon has a stat called &amp;quot;quietness&amp;quot; that determines the range at which zombies can hear shots and how effective suppressors are.&lt;br /&gt;
&lt;br /&gt;
Every few months, the game introduces a set of new weapons, unlockable via an NPC known as Cash Beaumont, A.K.A. the Bounty Broker, a post-apocalypse philanthropist who will award you rare items in return for doing generic things. The rarer/better the item, the more extensive the challenge will be. All the challenges are somewhat tied into the item, for example, killing 80 zombies with automatic weapons grants you a specific [[BAR]] variant. These items CAN be found in ambient loot, but are far rarer than guns in the base game. Because the majority of in game weapons are real world civilian weapons that would be practical for American citizens in rural areas, the Bounty Broker weapons serve as an excuse for the devs to introduce less practical firearms, such as a fully automatic [[AKS-74U]] that has no business appearing in regular loot.&lt;br /&gt;
&lt;br /&gt;
Up until September of 2021, the player could only carry one ranged weapon, regardless of side, but can now carry a pistol or certain shotguns on the thigh as a sidearm, and any other ranged weapon on their back.&lt;br /&gt;
&lt;br /&gt;
There are several variants of the same weapon in the game. They differ in the size of the magazine, sight or caliber.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example &amp;quot;1911&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;1911&amp;quot; - The basic model of the weapon. 7-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Dillinger Pattern 1911&amp;quot; - Same model. It has a magazine for 20 rounds and an automatic shot mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example &amp;quot;Ruger Mk III&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. The basic model of the weapon. 10-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Competition Mk3&amp;quot;. The gun has a quick-change magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Sighted Mk3&amp;quot;. Pistol with RDS sight.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. 20-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The article shows the basic models of weapons.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer Longslide==&lt;br /&gt;
The [[AMT Hardballer|AMT Hardballer Longslide]] appears in the game as the &amp;quot;1911 Long Slide&amp;quot;.&lt;br /&gt;
[[file:ED 45.jpg|thumb|none|350px|AMT Hardballer Longslide with laserlock sight as used in the film [[Terminator, The (1984)]] - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 3.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears in the game as the &amp;quot;M9&amp;quot;.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm. US military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] comes in two variants: &amp;quot;Surplus M1911&amp;quot; and &amp;quot;WWII Commander`s 1911&amp;quot;.&lt;br /&gt;
[[file:M1911Colt.jpg‎|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 P-07 Duty==&lt;br /&gt;
The [[CZ_75#CZ_75_P-07_Duty|CZ 75 P-07 Duty]] appears in the game as the &amp;quot;P-07&amp;quot;, &amp;quot;P-07 Pro&amp;quot; and &amp;quot;Sighted P-07&amp;quot;.&lt;br /&gt;
[[file:CzP07Duty.jpg|thumb|none|350px|CZ 75 P-07 Duty - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] comes in two versions. With and without a compensator. The versions without the compensator are &amp;quot;Vulture .44&amp;quot;, &amp;quot;Vulture .44-Ex&amp;quot; and &amp;quot;King Vulture .44&amp;quot;. The compensator versions are &amp;quot;Brock's Golden Vulture .44&amp;quot;, &amp;quot;Police Auction Golden Vulture&amp;quot; and &amp;quot;RTX Rampart&amp;quot;.&lt;br /&gt;
[[File:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX (Current Production) - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45 Tactical==&lt;br /&gt;
The [[FN_FNP#FNP-45|FN FNP-45 Tactical]] appears in the game as the &amp;quot;F45 Tactical&amp;quot;.&lt;br /&gt;
[[File:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game as the &amp;quot;G17&amp;quot;, &amp;quot;Precision G17&amp;quot;, &amp;quot;G18 Auto&amp;quot; and &amp;quot;G18 Auto Custom&amp;quot;. It is identifiable as a 5th generation model by the ambidextrous slide stop and the lack of finger grooves. It has a high capacity and fire rate, as well as common and low-weight ammunition. It breaks after ~154 shots.&lt;br /&gt;
[[File:Glock17Gen5.jpg|thumb|none|350px|Glock 17 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 1.jpg|thumb|none|600px|The pistol in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 2.jpg|thumb|none|600px|The Glock being aimed.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
The [[Glock 19X]] appears in the game, incorrectly referred to as the &amp;quot;G45&amp;quot; and &amp;quot;G45 Burst&amp;quot;.&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|350px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
The [[Glock 26]] appears in the game as the &amp;quot;G26&amp;quot; and &amp;quot;G26 FDE&amp;quot;. The frame is depicted with an accessory rail, which unmodified Glock 26s do not have in reality.&lt;br /&gt;
[[File:Glock26 Gen5.jpg|thumb|none|350px|Glock 26 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 26 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2Glock 26 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 34==&lt;br /&gt;
The [[Glock 34]] Gen 5 appears in the game as the &amp;quot;G34&amp;quot; and &amp;quot;G34 FDE&amp;quot;. Of note is that the 5th generation version of the Glock 34 is only manufactured with a MOS (Modular Optic System) configuration in reality, whereas the in-game weapon doesn't appears to be MOS-configured. It serves a slightly heavier but slighter more accurate version of the [[Glock 17]]. Other than that, it is identical in every way.&lt;br /&gt;
[[File:Glock34 Gen5 MOS.jpg|thumb|none|350px|Glock 34 MOS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Compact Protector==&lt;br /&gt;
A two-tone [[Wilson Combat &amp;quot;Protector&amp;quot;]] appears under the name &amp;quot;1911&amp;quot;, taking .45 ACP as it should. It's a usable weapon, but its loud report, high weight, heavy and rarer ammo, low capacity, high recoil, and slow fire rate ensure it plays second fiddle to the majority of the game's 9mm handguns in every factor other than durability, breaking after ~154 shots. An alternate version named the Hobbyist's 1911 comes with a 10 round extended magazine and a reflex sight appears. 1911's hammers are incorrectly modeled to be down, except when the slide is back.&lt;br /&gt;
[[Image:WilsonProtector.jpg|thumb|none|350px|Wilson Combat &amp;quot;Protector&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears in the game as the &amp;quot;Target Mk3&amp;quot;, &amp;quot;Competition Mk3&amp;quot;, &amp;quot;Extended Mk3&amp;quot; and &amp;quot;Sighted Mk3&amp;quot;.&lt;br /&gt;
[[file:Ruger MkIII Target.jpg‎|thumb|none|350px|Ruger Mk III Target - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Legion==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Legion]] appears in the game as the &amp;quot;P220-9&amp;quot;, &amp;quot;P220-9 Elite&amp;quot;, &amp;quot;P220-45&amp;quot;, &amp;quot;P220-45 Elite&amp;quot;, &amp;quot;P226&amp;quot;, &amp;quot;P226 Elite&amp;quot; and &amp;quot;M17&amp;quot;. Its depiction as the military issue M17 is incorrect; the M17 is actually based on the newer P320 series of pistols.&lt;br /&gt;
[[file:P226 legion.jpg|thumb|none|350px|SIG-Sauer P226 Legion - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] appears in the game as the &amp;quot;Echo-S6 Pistol&amp;quot; and &amp;quot;Restored Echo-S6 Pistol&amp;quot;. However the ingame version is chambered for .45 ACP, making it technically a Maxim 45. The real world Maxim does not offer other chamberings except 9mm.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|350px|none|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 1.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther PPK]] appears in the game as the &amp;quot;PPK&amp;quot;, &amp;quot;Micro Dot PPK&amp;quot; and &amp;quot;Sleeper Cell PPK&amp;quot;. It is chambered in .22LR, a characteristic of some PP and PPK/S commercial models, but not done with actual PPK pistols.&lt;br /&gt;
[[file:Waltherppk32acp.jpg‎|thumb|none|350px|Walther PPK - .32 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ M2==&lt;br /&gt;
The [[Walther PPQ M2]] appears in the game as the &amp;quot;PPQ 45&amp;quot; and &amp;quot;PPQ 9&amp;quot;. &lt;br /&gt;
[[File:Walther PPQ-M2 9mm.jpg|thumb|none|350px|Walther PPQ M2, note the button magazine release - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 1.jpg|thumb|none|600px|A holstered PPQ, which gives a good view of the M2's magazine release button.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 2.jpg|thumb|none|600px|Aiming the modern Walther.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CLEO Pistol&amp;quot;==&lt;br /&gt;
The pistol appears in the game as the &amp;quot;CLEO Pistol&amp;quot; and &amp;quot;CLEO Machine Pistol&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 5.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Chiappa Rhino 50DS==&lt;br /&gt;
The [[Chiappa Rhino 50DS]] appears in the game as the &amp;quot;Safari Razorback .44&amp;quot;.&lt;br /&gt;
[[File:Chiappa Rhino 5&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 50DS (5&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1917 Revolver==&lt;br /&gt;
The [[Colt M1917 Revolver]] appears in the game as the &amp;quot;M1917 Revolver&amp;quot;.&lt;br /&gt;
[[file:ColtModel1917ArmyEx.jpg|thumb|none|350px|Colt M1917 Revolver - .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1917 Revolver Visually Modified===&lt;br /&gt;
The revolver appears in the game as the &amp;quot;OSS Silent Night&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in the game as the &amp;quot;Viper&amp;quot;, &amp;quot;Hunter's Viper&amp;quot; and &amp;quot;Old Lawman's Viper&amp;quot;.&lt;br /&gt;
[[File:Colt-Python.jpg|thumb|none|350px|Colt Python - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1875==&lt;br /&gt;
The [[Remington 1875]] appears in the game as the &amp;quot;Model 1875 Fuorilegge&amp;quot; and &amp;quot;Model 1875 Sceriffo&amp;quot;.&lt;br /&gt;
[[file:Remington 1875.jpg|thumb|none|350px|Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:Ub75Army.jpg|thumb|none|350px|Ubertl replica of a Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 3.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 4.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]] appears in the game as the &amp;quot;Blackhawk .45 Revolver&amp;quot; and &amp;quot;Rinnegato .45 Revolver&amp;quot;.&lt;br /&gt;
[[file:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger SP101==&lt;br /&gt;
The [[Ruger SP101]] appears in the game as the &amp;quot;SP101 Tassie Devil&amp;quot; and &amp;quot;SP101 Devilette .22&amp;quot;.&lt;br /&gt;
[[file:Sp101 2inch 350.jpg|thumb|none|350px|Ruger SP101 - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] appears in the game as the &amp;quot;Model 29&amp;quot; and &amp;quot;Hunter's Model 29&amp;quot;.&lt;br /&gt;
[[File:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 460 / 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 460]] or [[Smith &amp;amp; Wesson Model 500]]  appears in the game as the &amp;quot;Echo-S1 Revolver&amp;quot; , &amp;quot;Restored Echo-S1 Revolver&amp;quot;. However unlike those revolvers which are chambered in magnum calibers, the Echo-S3 is instead chambered for .22LR rounds, making it useful for stealthy situations but less practical if large targets like Juggernauts are encountered.&lt;br /&gt;
[[file:460v.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 460 - .460 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:Smith&amp;amp;Wesson500-4inch.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 3.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 986==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 986]] appears in the game as the &amp;quot;9mm Pro 986 Revolver&amp;quot; and &amp;quot;Backup Bossy&amp;quot;.&lt;br /&gt;
[[file:Smith &amp;amp; Wesson Model 986.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 986 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90/Pump-Action Hybrid==&lt;br /&gt;
A hybrid [[Benelli M4|Benelli M4 Super 90]] and pump-action shotgun appears in the game as the &amp;quot;Echo-S3 Shotgun&amp;quot; and &amp;quot;Restored Echo-S3 Shotgun&amp;quot;. It sports an integrally suppressed barrel, custom fore-end and pistol grip and tritium night sights. It appears to be a custom made hybrid shotgun; it sports the receiver and stock of a Benelli M4 Super 90, but appears to be converted to function in pump-action only and with a custom magazine tube and endcap; Benelli M4s are semi-automatic only and sport a 5+1 or 7+1 magazine tube, while the ingame weapon has a 6+1 capacity.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 1.jpg|thumb|none|600px|Shotgun in game. It's hybrid nature is visible here; the receiver and stock are that of a Benelli M4 but everything forward of that is a unique design not based on any existing shotgun.]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 2.jpg|thumb|none|600px|Shotgun in hands. Despite being a pump-action shotgun, it sports a charging handle on the bolt, a feature of semi-automatic shotguns.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] appears in the game as the &amp;quot;AA-12&amp;quot;.&lt;br /&gt;
[[file:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A short barrel and tube [[Franchi SPAS-12]] appears in the game as the &amp;quot;SPAS-12&amp;quot;.&lt;br /&gt;
[[file:Franchi12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk Type 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk Type 97-2|Hawk Type 97-2]] appears in the game as the &amp;quot;Kodiak&amp;quot;, &amp;quot;Kodiak XL&amp;quot; and &amp;quot;RTX Wolverine&amp;quot;. It is depicted as using [[Saiga 12|Saiga]] magazines. It appears to be based on both (shortened) pump-action and the rare semi-auto variants, with the general shape of the first, but with the semi-auto system of the second.&lt;br /&gt;
[[File:Hawk 97-2 short.jpg|thumb|none|400px|Hawk Type 97-2 short - 12 gauge]]&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|400px|Hawk Semi-Auto Shotgun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears in the game as the &amp;quot;KSG&amp;quot; and &amp;quot;Faithful KSG&amp;quot;. Like almost all depictions of it, it is shown mechanically as one long tube, with the animation to switch between tubes absent.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG Visually Modified===&lt;br /&gt;
The visually modified [[Kel-Tec KSG]] appears in the game as the &amp;quot;CLEO Shotgun&amp;quot; and &amp;quot;CLEO Assault Shotgun&amp;quot;.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590]] appears in the game as the &amp;quot;Police M590A1&amp;quot; and &amp;quot;M590 Sea and Sky&amp;quot;. The Sea and Sky variant is shown heavily customized with Magpul furniture, sporting a gray SGA stock and fore-end.&lt;br /&gt;
[[file:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 1.jpg|thumb|none|600px|Shotgun in game. It has a magazine tube restrictor on the end, limiting its capacity to 7+1 shells. M590A1s generally have an 8 round tube plus 1 in the chamber for 9 total rounds. ]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
The M590 Sea and Sky Shotgun can only be obtained through modding the game or by finding it in containers in Trumbull Valley in the Homecoming DLC.&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 1.jpg|thumb|none|600px|Shotgun in game. Despite sporting a full length magazine tube, it only holds 6+1 shells.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590 sawed-off===&lt;br /&gt;
The [[Mossberg 590|Mossberg 590 sawed-off]] appears in the game as the &amp;quot;M590 FDGB&amp;quot;.&lt;br /&gt;
[[file:M590shock.jpg|thumb|none|450px|Mossberg 590 Shockwave - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 930 SPX Tactical==&lt;br /&gt;
The [[Mossberg 930|Mossberg 930 SPX Tactical]] appears in the game as the &amp;quot;930 SPX&amp;quot;.&lt;br /&gt;
[[file:Mossberg 930 SPX Tactical.jpg|thumb|none|450px|Mossberg 930 SPX Tactical - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Custom===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Cold Turkey&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Visually Modified===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Sea Dog Blunderbuss&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
The [[Remington Model 870]] appears in the game as the &amp;quot;Model 870&amp;quot; and &amp;quot;Vintage Model 870&amp;quot;.&lt;br /&gt;
[[file:Rem870WingAP.jpg|thumb|none|450px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 Entry Gun===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 Entry Gun]] with a shortened barrel appears in the game as the &amp;quot;C1-A Ursus&amp;quot; and &amp;quot;CM1-A Breacher&amp;quot;. It's description states that it is a Canadian model which was imported into the US (which is interesting as 870s are manufactured in the United States) while its designation implies it is a Canadian military weapon as service weapons are appended with &amp;quot;C&amp;quot; designations similar to US &amp;quot;M&amp;quot; weapons.&lt;br /&gt;
[[file:Rem870entry.jpg|thumb|none|450px|Remington Model 870 Entry Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 sawed-off===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 sawed-off]] appears in the game as the &amp;quot;870 Sawed-Off&amp;quot; and &amp;quot;Reliable 870 Sawed-Off&amp;quot;.&lt;br /&gt;
[[file:SawnoffShotgun2.jpg|thumb|none|450px|Remington 870 with sawed off barrel and stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] appears in the game as the &amp;quot;R12&amp;quot;, &amp;quot;Trusty R12&amp;quot;, &amp;quot;DEVGRU X12 Infiltrator&amp;quot; and &amp;quot;R12 Import&amp;quot;.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Short-barreled Saiga 12===&lt;br /&gt;
A Saiga 12 with a very short barrel and no stock appears in the game as the &amp;quot;RTX Cyclone&amp;quot; and &amp;quot;RTX Cyclone Tactical&amp;quot;. The magazines are loaded at a wrong angle.&lt;br /&gt;
[[File:Saiga 12K Drum.jpg|thumb|none|450px|Custom Saiga 12K with short barrel - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in the game as the &amp;quot;Model 1887 Shotgun&amp;quot;.&lt;br /&gt;
[[file:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1887 sawed-off===&lt;br /&gt;
The [[Winchester Model 1887|Winchester Model 1887 sawed-off]] appears in the game as the &amp;quot;Sawed-Off Model 1887&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|450px|Winchester Model 1887 sawed-off (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 Trench Gun]] appears in the game as the &amp;quot;M97 Trench Gun&amp;quot;.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==CMMG MkGs Banshee 300==&lt;br /&gt;
The [[CMMG MkGs|CMMG MkGs Banshee 300]] appears in the game as the &amp;quot;Samurai SMG&amp;quot;. It incorrectly models the magazine as being perpendicular to the receiver, when in reality, it is slanted towards the trigger. This angle would make feeding from Glock pattern magazines impossible.&lt;br /&gt;
[[File:CMMG Banshee MkGs FDE finish.jpg|thumb|none|400px|CMMG MkGs Banshee 300 with FDE finish - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears in the game as the &amp;quot;EVO 3&amp;quot;.&lt;br /&gt;
[[file:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 1.jpg|thumb|none|600px|SMG in game. It does not appear to have any sights, which would make aiming difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;MP5A2&amp;quot; , &amp;quot;MP5A2 Spec Ops&amp;quot; , &amp;quot;JL94 Civilian&amp;quot; and &amp;quot;JL94 Custom&amp;quot;. The in-game models are strangely equipped with early type &amp;quot;slimline&amp;quot; handguard, while the UI icons all showing a profile with polymer &amp;quot;tropical&amp;quot; handguard.&lt;br /&gt;
[[file:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2 Visually Modified===&lt;br /&gt;
The visually modified [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;CLEO SMG&amp;quot;.&lt;br /&gt;
[[File:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CLEOMP5 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO MP5 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears in the game as the &amp;quot;SP5K Civilian&amp;quot; , &amp;quot;SP5K Custom&amp;quot; , &amp;quot;MP5K Navy&amp;quot; and &amp;quot;MP5K Spec Ops&amp;quot;.&lt;br /&gt;
[[file:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD6]] appears in the game as the &amp;quot;MP5SD&amp;quot; and &amp;quot;Echo-S4 SMG&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 1.jpg|thumb|none|600px|SMG in game. It strangely has the stock fully collapsed and there is no way to extend it.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 2.jpg|thumb|none|600px|Echo-S4 SMG in hands. Like the other Echo weapons, it sports a flat dark earth (FDE) finish. It also differs from the standard SD6 by having it's stock fully extended.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_UMP|Heckler &amp;amp; Koch UMP45]] appears in the game as the &amp;quot;UMP SMG&amp;quot;. It was initially introduced with a 20-round magazine capacity, but a later patch based on community feedback upped the capacity to its correct 25 rounds.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi]] appears in the game as the &amp;quot;Civilian Uzi 22 Pistol&amp;quot; and &amp;quot;Raider's Uzi 22&amp;quot;.&lt;br /&gt;
[[file:MiniUzi 01.jpg|thumb|none|350px|IMI Mini Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|IMI Uzi]] appears in the game as the &amp;quot;Uzi 9mm&amp;quot;. It was added in the &amp;quot;Fearsome Footage&amp;quot; pack which included a number of movie based weapons, such as Negan's barbed wire-wrapped baseball bat from [[The Walking Dead]]. The pack also included [[Terminator]]'s [[AMT Hardballer|&amp;quot;Longslide with the laser sight&amp;quot;]] and [[SPAS-12|&amp;quot;Italian Autoloader&amp;quot;]]. The name is a reference to what the T-800 calls it.&lt;br /&gt;
&lt;br /&gt;
[[file:Uzi.jpg|thumb|none|350px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:EGEBR9FU4AEEPwA (1).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] appears in the game as the &amp;quot;Civilian Vector Ultracompact&amp;quot; , &amp;quot;RTX Piranha&amp;quot; , &amp;quot;Spec Ops Vector SMG&amp;quot; , &amp;quot;Vector SMG&amp;quot; and &amp;quot;Civilian Vector Carbine&amp;quot;.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector EOTech red dot sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:ResidentEvilTDIVector 01.jpg|thumb|none|350px|KRISS USA Gen I Vector with stock removed - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] appears in the game as the &amp;quot;M3 Grease Gun&amp;quot; and &amp;quot;Graveyard Shift&amp;quot;. &lt;br /&gt;
[[File:M3fieldmod.jpg|thumb|none|350px|M3 Grease Gun with &amp;quot;field modified&amp;quot; charging handle - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 1.jpg|thumb|none|600px|The Grease Gun holstered on the survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 2.jpg|thumb|none|600px|Wielding the M3 reveals it has an added charging handle and cut in the receiver; this was a modification done to M3s due to their fragile stock charging handles.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|350px|M3A1 Grease Gun with suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 3.jpg|thumb|none|600px|A view of the suppressed M3.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 4.jpg|thumb|none|600px|Pointing the quiet Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears in the game as the &amp;quot;MAC-10&amp;quot; and &amp;quot;MAC-V&amp;quot;. &lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 1.jpg|thumb|none|600px|MAC-V SMG in game. It's name is a reference to MAC-V SOG, an elite unit who operated during the Vietnam War and were known to use suppressed MAC-10s.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 3.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] appears in the game as the &amp;quot;MP40 Submachine Gun&amp;quot;.&lt;br /&gt;
[[file:MP40Side.jpg|thumb|none|350px|MP40 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Soviet PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41 Visually Modified===&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Danger Dog PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 6.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 7.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the game as the &amp;quot;MPX Submachine Gun&amp;quot;. It is mainly based on the Gen 1 version (with an early stock), as evidenced by the SIGMod handguard and the standard MIL-STD-1913 Picatinny rail, though it is depicted with an MPX Gen 2's ejection port. It is notably chambered in .357 SIG instead of 9mm; while a .357 SIG chambering was planned, it is not currently offered on production MPXs and the gun is to date only available in 9mm.&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|400px|SIG-Sauer MPX (Gen 1) with early stock - 9x19mm]]&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR (Gen 2) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer MPX 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2SIG-Sauer MPX 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX PCC==&lt;br /&gt;
[[File:MPX PCC.jpg|thumb|none|450px|SIG-Sauer MPX PCC - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
The [[M1A1 Thompson]] appears in the game as the &amp;quot;M1A1 Thompson&amp;quot; , &amp;quot;Gangland Strad&amp;quot; and &amp;quot;Ceremonial M1A1 Thompson&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game as the &amp;quot;Classic AK-47&amp;quot;.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 1.jpg|thumb|none|600px|The AK-47 in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A hybrid of the [[AK-47]] and the [[AKM]]. It has the stamped receiver of an AKM, combined with the gas tube, gas block and front sight of an AK-47. It is fitted with a Magpul MOE AK stock and a Tapco railed handguard. Appears in the game as the &amp;quot;AK-47&amp;quot; , &amp;quot;Custom AK-47&amp;quot; , &amp;quot;Prepper's AK-47&amp;quot; , &amp;quot;Raider's AK-47&amp;quot; , &amp;quot;Sighted AK-47&amp;quot; , &amp;quot;Durability Test Gun&amp;quot; and &amp;quot;Eternal Guard's Infinite Rage&amp;quot;. The &amp;quot;Eternal Guard's Infinite Rage&amp;quot; variant sports a whopping 150-round helical magazine based on the North Korean Type 88's unique helical magazine rumored to hold between 100 and 150 rounds. However said rifle is chambered in 5.45x39mm; fitting 150 rounds of 7.62x39 in a similar magazine would be much more difficult if not outright impossible.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE Furniture - 7.62x39mm]]&lt;br /&gt;
[[file:Ak47mw.2.jpg|thumb|none|450px|'''Photoshopped''' AKM with Tapco Intrafuse and T6 furniture sets, and an M4 buttstock and Stock Adapter - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 1.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears in the game as the &amp;quot;AKS-74U Valentine&amp;quot;. For gameplay purposes it is chambered in 5.56 instead of the real AKS-74Us 5.45x39mm, which would technically make it a very early (and fictional) AKS-101U.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 3.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;M4A1&amp;quot; , &amp;quot;M4X1 DMR Heavy&amp;quot; , &amp;quot;M4X2 Lite SSW&amp;quot; , &amp;quot;Operator's M4A1&amp;quot; , &amp;quot;Sighted M4A1&amp;quot; , &amp;quot;Raider's AR-15&amp;quot; and &amp;quot;AR-15&amp;quot;.&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 6.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 7.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Visually Modified===&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;Masterwork Assault Rifle&amp;quot; and &amp;quot;Network DIY Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Custom===&lt;br /&gt;
A custom variant of the [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;GSG-W&amp;quot;. It is based on high-end competion grade AR-15 type rifles popular in the United States; as such it sports an M-LOK handguard, desert tan ergonomic pistol grip and collapsible stock and EOTech holographic sight. In an homage to the TV series Better Off Ted, it is stated to be manufactured by the fictional conglomerate Veridian Dynamics.&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H|FN SCAR-H CQC]] appears in the game as the &amp;quot;SCAR-H&amp;quot; , &amp;quot;Sighted SCAR-H&amp;quot; and &amp;quot;RTX Stormbringer&amp;quot;.&lt;br /&gt;
[[file:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] appears in the game as the &amp;quot;X-36C&amp;quot;. It is notably integrally suppressed; how exactly this is accomplished given that the G36 is piston driven and the suppressor covers the piston above the barrel is not explained, but the suppressor notably clips through the sides of the gun model as well. The rifle also is modified with a STANAG magazine well, loading steel M16 magazines instead of its proprietary translucent polymer magazines. It also sports a G36KV stock and comes in a light green army camo finish.&lt;br /&gt;
[[file:HK G36CKV.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 1.jpg|thumb|none|600px|Rifle in game. The suppressor model can be seen clipping through the sides of the handguard.]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416 A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416 A5]] appears in the game as the &amp;quot;SWAT 416&amp;quot; , &amp;quot;Echo-S7 Assault Rifle&amp;quot; and &amp;quot;Restored Echo-S7 Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:HK416A5 11.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 A5 - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 2.jpg|thumb|none|600px|SWAT 416 in hand.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 1.jpg|thumb|none|600px|Echo-S7 rifle in game. It differs from the SWAT 416 by sporting an FDE finish and a vertical foregrip but is otherwise identical.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 2.jpg|thumb|none|600px|Echo-S7 rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SBR==&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SBR]] appears in the game as the &amp;quot;HB PDW&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SBR.jpg|thumb|none|450px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Q Honey Badger SD===&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SD]] appears in the game as the &amp;quot;HB SD Blackout&amp;quot; and &amp;quot;HB Snow Fox&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Robinson Armament XCR Visually Modified==&lt;br /&gt;
The fictional &amp;quot;CLEO Battle Rifle&amp;quot; and &amp;quot;CLEO Sharpshooter Rifle&amp;quot; appears to be based on a [[Robinson Armament XCR]] rifle, with an added cutlass grip between the bottom of the pistol grip and the upper receiver extended out to cover almost the entire length of the barrel. &lt;br /&gt;
[[File:Robarm XCR R.jpg|thumb|none|450px|Robinson Armament XCR-L Standard - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 1.jpg|thumb|none|600px|The &amp;quot;CLEO Battle Rifle&amp;quot; on a survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 2.jpg|thumb|none|600px|Aiming at a blue trailer. Here an Armalite style charging handle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears in the game as the &amp;quot;MCX RT&amp;quot;.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] appears in the game as the &amp;quot;M1-A&amp;quot; and &amp;quot;M1-A Short&amp;quot;.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield Armory M1A with JAE-100 G3 stock===&lt;br /&gt;
The [[Springfield Armory M1A|Springfield Armory M1A with JAE-100 G3 stock]] appears in the game as the &amp;quot;M14 DMR&amp;quot; , &amp;quot;SOCOM II&amp;quot; and &amp;quot;RTX Hordebreaker&amp;quot;.&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|Springfield Armory M1A with JAE-100 G3 stock - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
=Pistol-Caliber Carbines=&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_USC|Heckler &amp;amp; Koch USC]] appears in the game as the &amp;quot;USC Carbine&amp;quot; and Doomsday Carbine&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K-USC Rifle.jpg|thumb|none|350px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 USC 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 USC 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi Semi-Auto Carbine==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi Semi-Auto Carbine]] appears in the game as the &amp;quot;Civilian Uzi 22 Carbine&amp;quot;.&lt;br /&gt;
[[file:IMI Mini Uzi Semi-Auto Carbine‎.jpg|thumb|none|350px|IMI Mini Uzi Semi-Auto Carbine - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000 Gen2==&lt;br /&gt;
The [[Kel-Tec SUB-2000]] appears in the game as the &amp;quot;Simple S2K&amp;quot; and &amp;quot;Trail Blazer X2K&amp;quot;.&lt;br /&gt;
[[file:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|450px|Kel-Tec SUB-2000 Gen2 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 25==&lt;br /&gt;
The [[Marlin Model 25]] appears in the game as the &amp;quot;Echo-S2 Rifle&amp;quot; and &amp;quot;Restored Echo-S2 Rifle&amp;quot;.&lt;br /&gt;
[[file:Marlin Model 25.jpg|thumb|none|450px|Marlin Model 25 - .22LR]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears in the game as the &amp;quot;10/22 Carbine&amp;quot; , &amp;quot;Fake-A 47&amp;quot; , &amp;quot;Exterminator's 10/22&amp;quot; and &amp;quot;Prepper's 10/22&amp;quot;.&lt;br /&gt;
[[file:Ruger1022-black.jpg|thumb|none|450px|Ruger 10/22 - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger PC Carbine==&lt;br /&gt;
The [[Ruger_Police_Carbine#PC_Carbine|Ruger PC Carbine]] appears in the game as the &amp;quot;RC-9 Police Carbine&amp;quot;.&lt;br /&gt;
[[file:RugerPCcarbine.jpg|thumb|none|450px|Ruger PC Carbine - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Henry Big Boy==&lt;br /&gt;
The [[Henry 1860|Henry Big Boy]] appears in the game as the &amp;quot;Big Hank Rifle&amp;quot; and &amp;quot;Scoped Big Hank Rifle&amp;quot;.&lt;br /&gt;
[[File:HBBLG.jpg|thumb|none|450px|Henry Big Boy with loading gate - .44 Rimfire (RF)]]&lt;br /&gt;
[[file:StateOfDecay2 HenryBig Boy 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Henry Big Boy 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1 Carbine]] appears in the game as the &amp;quot;M1 Carbine&amp;quot; and &amp;quot;T4/M2 Carbine&amp;quot;.&lt;br /&gt;
[[file:AutoOrdM1Carbine.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1A1 Carbine]] appears in the game as the &amp;quot;M1 Para Carbine&amp;quot;.&lt;br /&gt;
[[file:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS_rifle#SKS|Simonov SKS]] appears in the game as the &amp;quot;Classic SKS Rifle&amp;quot; , &amp;quot;Hunter SKS&amp;quot; and &amp;quot;Non-Compliant SKS&amp;quot;.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 4.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The [[Winchester Model 1892]] appears in the game as the &amp;quot;Model 92 Rifle&amp;quot; and &amp;quot;Scoped Model 92 Rifle&amp;quot;.&lt;br /&gt;
[[file:Winchester1892Carbine.jpg|thumb|none|450px|Winchester 1892 - .38-40]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;===&lt;br /&gt;
The [[Winchester_Model_1892#.22Mare.27s_Leg.22|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;]] appears in the game as the &amp;quot;Mare's Leg&amp;quot;.&lt;br /&gt;
[[file:Model1892MaresLeg.jpg|thumb|none|450px|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot; – .44-40.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Long Ranger==&lt;br /&gt;
The [[Henry Long Ranger]] appears in the game as the &amp;quot;Duvall Outrider&amp;quot;.&lt;br /&gt;
[[file:Henry Long Ranger.jpg|thumb|none|450px|Henry Long Ranger - 308 Winchester]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
The [[Accuracy International Arctic Warfare]] appears in the game as the &amp;quot;Arctic Warrior&amp;quot; and &amp;quot;Spec Ops AW&amp;quot;. A customized version appears as the &amp;quot;Spyglass Rifle.&amp;quot;&lt;br /&gt;
[[file:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M99==&lt;br /&gt;
An absolutely bizarre-looking [[Barrett M99]] is seen in the game as the &amp;quot;Model 99-50&amp;quot; and &amp;quot;M99X1 Timberwolf.&amp;quot; The model features a three-round magazine and magwell located '''ahead''' of the trigger group (akin to its non-bullpup counterparts) but the bolt action is still located in the rear of the stock, bullpup style.&lt;br /&gt;
[[file:Barrett m99-1.jpg|thumb|none|450px|Barrett M99 - .50 BMG / .416 Barrett]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 1.jpg|thumb|none|600px|The frankenBarrett on the character's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 2.jpg|thumb|none|600px|Pointing the rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 1.jpg|thumb|none|600px|The &amp;quot;M99X1 Timberwolf&amp;quot; variant, which has a [[Barrett M98B]]-style magwell.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 2.jpg|thumb|none|600px|Aiming the Timberwolf.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M100 Intervention==&lt;br /&gt;
A cut-down version of the [[Cheyenne Tactical M100 Intervention]] rifle is found ingame as the &amp;quot;Oteo Howitzer&amp;quot;.&lt;br /&gt;
[[file:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 caliber]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
The [[M24 Sniper Weapon System]] appears in the game as the &amp;quot;Police Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M24.jpg|thumb|none|450px|M24 Sniper Weapon System - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle Visually Modified==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] appears in the game as the &amp;quot;CLEO Blaste Rifle&amp;quot; and &amp;quot;CLEO Heavy Sniper&amp;quot;.&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q The Fix==&lt;br /&gt;
The [[Q The Fix|Fix]] and [[Q The Fix|Mini Fix]], a bolt action rifle made by Q, can be found in the game as the &amp;quot;D-BAR&amp;quot; and &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q THE FIX 16 6.5 CREEDMOOR TAN ACCENTS.jpg|thumb|none|450px|Q THE FIX - 6.5 Creedmoor]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 1.jpg|thumb|none|600px|The full length &amp;quot;D-BAR&amp;quot; rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 2.jpg|thumb|none|600px|Aiming the scopeless long Fix rifle.]]&lt;br /&gt;
&lt;br /&gt;
===Q Mini Fix===&lt;br /&gt;
The [[Q The Fix|Mini Fix]] appears in the game as the &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q MINI FIX 300 BLK PISTOL 1.jpg|thumb|none|450px|Q MINI FIX - 300 BLK]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 1.jpg|thumb|none|600px|The shorter &amp;quot;D-Bartini&amp;quot; variant, which uses extended magazines.]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 2.jpg|thumb|none|600px|The shorter Fix in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger M77 Gunsite scout==&lt;br /&gt;
The [[Ruger M77 Gunsite]] appears in the game as the &amp;quot;Bolt Scout&amp;quot; and &amp;quot;Hunter`s Bolt Scout&amp;quot;. Despite being chambered in 7.62x51mm NATO, and visible being modeled with a properly sized magazine, it uses 5.56 ammo in game.&lt;br /&gt;
[[file:Ruger Gunsite.jpg|thumb|none|450px|Ruger M77 Gunsite scout rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50A==&lt;br /&gt;
The [[BFG-50A|Serbu BFG-50A]] appears in the game as the &amp;quot;B50FG&amp;quot;. It notably has its own category of weapon, being classed as the only &amp;quot;Cannon&amp;quot; type firearm in the entire game. Its incredible damage is offset by its high weight and loud report, drawing tons of zombies when it is fired. It is also notable for being able to switch from semi-automatic to full auto though this is of limited utility given its 5 round magazine. It has &amp;quot;Jackhammer&amp;quot; emblazoned on both sides of the stock.&lt;br /&gt;
[[file:Bfg50A.jpg|thumb|none|450px|Serbu BFG-50A - .50 BMG]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903_Springfield#M1903A4_Springfield|Springfield M1903A4]] appears in the game as the &amp;quot;M1903A4 Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M1903A4Weaver.jpeg|thumb|none|450px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in the game as the &amp;quot;Model 70 Classic&amp;quot; , &amp;quot;Hunter's Model 70&amp;quot; , &amp;quot;Heirloom Model 70&amp;quot; and &amp;quot;Trumbull Gatekeeper&amp;quot;.&lt;br /&gt;
[[file:Win70-2.jpg|thumb|none|450px|Modern update of the classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt R80 Monitor==&lt;br /&gt;
The [[Colt Monitor|Colt R80 Monitor]] appears as a further variant, under the &amp;quot;FBI Fighting Rifle,&amp;quot; a reference to its use by the Bureau against organized criminals in the Prohibition era. &lt;br /&gt;
[[file:Coltmonitor.jpg‎|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Monitor 1.jpg|thumb|none|600px|The Colt Monitor on the survivor's pack. It uses an extended thirty-round magazine, and has a metal-colored stock, the opposite of the above variants and of what it should actually have.]]&lt;br /&gt;
[[file:StateOfDecay2 ColtMonitor 2.jpg|thumb|none|600px|The survivor readies his Monitor in case some reanimated mobsters need icing; the animations actually work with this variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] can be used with two variants, the &amp;quot;M1918 BAR&amp;quot; and &amp;quot;Barrow Style BAR&amp;quot; - the latter resembles the cut-down BAR used by Clyde Barrow.&lt;br /&gt;
[[file:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 1.jpg|thumb|none|600px|The stock still appears to be wood, similar to the actual M1918 WWI era variant.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 2.jpg|thumb|none|600px|Taking aim with the BAR. It incorrectly uses pistol grip animations despite not having one.]]&lt;br /&gt;
[[File:Moscat.jpg|450px|thumb|none|Clyde Barrow's cut down BAR - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 1.jpg|thumb|none|600px|The cut-down M1918A2 in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 2.jpg|thumb|none|600px|Wielding the Barrow-style BAR, again with an invisible pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==M203 grenade launcher==&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game as the &amp;quot;M203 Standalone&amp;quot; , &amp;quot;Echo-S5 Gas Launcher&amp;quot; and &amp;quot;Heartland Launcher&amp;quot;.&lt;br /&gt;
[[file:RM Equipment M203PI standalone.jpg|thumb|none|450px|RM Equipment M203PI in &amp;quot;Tactical Mounting System&amp;quot; standalone stock with an M203 vertical grip - 40×46mm]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[Milkor_MGL#MGL_Mk_1L|Milkor MGL Mk 1L]] appears in the game as the &amp;quot;M32 MGL&amp;quot; and &amp;quot;MGL-N Firewhirl&amp;quot;.&lt;br /&gt;
[[file:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[file:StateOfDecay2 M32 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M32 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Sage BML-37==&lt;br /&gt;
The [[Sage BML-37]] appears in the game as the &amp;quot;BML-40&amp;quot;.&lt;br /&gt;
[[file:Sage BML-37.jpg|thumb|none|450px|Sage BML-37 - 37mm Sage Rifled]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Post_Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1525747</id>
		<title>State of Decay 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1525747"/>
		<updated>2022-10-14T19:25:04Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* AKS-74U */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''State of Decay''&lt;br /&gt;
|picture = State of Decay 2 box art 1.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[State of Decay (disambiguation)|''State of Decay'']]&lt;br /&gt;
|date= May 22, 2018&lt;br /&gt;
|developer= Undead Labs&lt;br /&gt;
|platforms= Microsoft Windows&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher= Xbox Game Studios&lt;br /&gt;
|genre=Action-adventure&amp;lt;br&amp;gt;Survival horror&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''State of Decay 2''''' is the 2018 third-person sequel to [[State of Decay]], the open world zombie apocalypse video game developed by Undead Labs and published by Microsoft Studios. It blends various genres including action, stealth, role-playing, co-op, strategy and survival horror in its depiction of a community attempting to rebuild during a zombie apocalypse, taking place in five different maps in unknown rural areas of the U.S. Players control characters as they scavenge supplies, sneak and fight to survive and protect their group of fellow survivors. In a sense, the player plays as the entire community, rather than one character, and can switch between individual characters to control.&lt;br /&gt;
&lt;br /&gt;
The game's combat has an equal focus on melee weapons and firearms, and it features an incredible host of guns divided into several categories across eleven calibers. The categories are &amp;quot;pistol&amp;quot;, &amp;quot;assault pistol&amp;quot;, &amp;quot;revolver&amp;quot;, &amp;quot;rifle&amp;quot;, &amp;quot;assault&amp;quot; (any select-fire weapon that would otherwise be in the rifle category, this includes submachine guns, assault rifles, and battle rifles), &amp;quot;shotgun&amp;quot;, &amp;quot;assault shotgun&amp;quot; (any self-loading shotgun), anti-materiel rifles, and various miscellaneous weapons such as crossbow. Typically least 5 new guns are added monthly in the shape of new &amp;quot;bounty broker rewards&amp;quot;. Due to the sheer variety of different guns available, calibers are simplified somewhat for gameplay purposes. Some guns are described as being rechambered in more common calibers, and 'similar' calibers are grouped together for simplicity's sake (e.g. 7.62x39, 7.62x51, and .30-06 guns all use &amp;quot;7.62&amp;quot; ammo). &lt;br /&gt;
&lt;br /&gt;
With exceptions for bolt action rifles and pump action shotguns, all weapons in each category share a single reload animation for that category. This means that to load weapons like an [[MP5]] or an [[M4]], the player goes through the exact same animations that they would for loading an [[AK-47]], which means yanking an imaginary charging handle on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons and ammunition can be found by looting various buildings in the valley, like houses, gun shops, police stations and military camps. While individual items of loot are largely randomized, which means that what guns you find varies widely from one playthrough to the next, different categories still have higher chances of showing up in certain places. I.E. a barn/house with a deer skull/cabin in the woods is far more likely to have a bolt action rifle then a grocery store or gas station, and a prepper shed, police station or gun store would be more likely to have an AR-15.&lt;br /&gt;
&lt;br /&gt;
Weapon accuracy, rate of fire and recoil are affected by the player character's skill level, as is the speed of reloading and clearing jams. The game's guns feature durability, jamming (when at low condition), +1 reloading where appropriate, varying levels of noise depending on design and caliber, and many of them can be fitted with suppressors to muffle their report. Sights and magazines are locked to the guns themselves, and cannot be swapped around like suppressors. When in a safe area like a base, reloading  an empty weapon capable of +1 reloading automatically chambers an extra round from your ammo supply as well as giving you a full magazine.&lt;br /&gt;
&lt;br /&gt;
For balance reasons, the suppressors speed up damage the weapons take, rather than getting damaged themselves, with a sliding scale of how much damage they do following the grade of suppressor. An improvised suppressor, made from a fuel filter, will suppress slightly less, and violently speed up the rate the gun loses durability, then an advanced suppressor, modelled after an Osprey 9, which will suppress very well, and barely speed up the rate the weapon takes damage. Any damage to a weapon can be repaired with &amp;quot;spare parts&amp;quot;, a crafting material that you can find, or acquire by breaking down weapons, but certain more complex weapons will require far more.&lt;br /&gt;
&lt;br /&gt;
Other than the Juggernaut zombies, any bullet will kill any zombie with a single brain shot. This allows &amp;quot;weaker&amp;quot; weapons to stay viable over short ranges, also allowing the player to spread out their ammo choices, rather then using up all their 5.56, then having to use a useless caliber.&lt;br /&gt;
&lt;br /&gt;
The weapon mechanics, while somewhat arcade-y, do force realism upon the players choices. Such as taking a PPK over an AR-15, you know that the AR is far more accurate, has a larger magazine, and hits harder, but the PPK is a fifth of the weight, the ammo is much lighter, and the .22 LR will still kill a zombie with a single headshot.&lt;br /&gt;
&lt;br /&gt;
Due to the emphasis on stealth, sound is a huge factor in gameplay. Any sound, from a broken window to a gunshot, can attract any zombies within earshot. Accordingly, louder guns are more hazardous to use due to the amount of attention they bring, and suppressors are a big asset, though it's a trade off with the damage they do to weapons. Each weapon has a stat called &amp;quot;quietness&amp;quot; that determines the range at which zombies can hear shots and how effective suppressors are.&lt;br /&gt;
&lt;br /&gt;
Every few months, the game introduces a set of new weapons, unlockable via an NPC known as Cash Beaumont, A.K.A. the Bounty Broker, a post-apocalypse philanthropist who will award you rare items in return for doing generic things. The rarer/better the item, the more extensive the challenge will be. All the challenges are somewhat tied into the item, for example, killing 80 zombies with automatic weapons grants you a specific [[BAR]] variant. These items CAN be found in ambient loot, but are far rarer than guns in the base game. Because the majority of in game weapons are real world civilian weapons that would be practical for American citizens in rural areas, the Bounty Broker weapons serve as an excuse for the devs to introduce less practical firearms, such as a fully automatic [[AKS-74U]] that has no business appearing in regular loot.&lt;br /&gt;
&lt;br /&gt;
Up until September of 2021, the player could only carry one ranged weapon, regardless of side, but can now carry a pistol or certain shotguns on the thigh as a sidearm, and any other ranged weapon on their back.&lt;br /&gt;
&lt;br /&gt;
There are several variants of the same weapon in the game. They differ in the size of the magazine, sight or caliber.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example &amp;quot;1911&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;1911&amp;quot; - The basic model of the weapon. 7-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Dillinger Pattern 1911&amp;quot; - Same model. It has a magazine for 20 rounds and an automatic shot mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example &amp;quot;Ruger Mk III&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. The basic model of the weapon. 10-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Competition Mk3&amp;quot;. The gun has a quick-change magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Sighted Mk3&amp;quot;. Pistol with RDS sight.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. 20-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The article shows the basic models of weapons.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer Longslide==&lt;br /&gt;
The [[AMT Hardballer|AMT Hardballer Longslide]] appears in the game as the &amp;quot;1911 Long Slide&amp;quot;.&lt;br /&gt;
[[file:ED 45.jpg|thumb|none|350px|AMT Hardballer Longslide with laserlock sight as used in the film [[Terminator, The (1984)]] - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 3.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears in the game as the &amp;quot;M9&amp;quot;.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm. US military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] comes in two variants: &amp;quot;Surplus M1911&amp;quot; and &amp;quot;WWII Commander`s 1911&amp;quot;.&lt;br /&gt;
[[file:M1911Colt.jpg‎|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 P-07 Duty==&lt;br /&gt;
The [[CZ_75#CZ_75_P-07_Duty|CZ 75 P-07 Duty]] appears in the game as the &amp;quot;P-07&amp;quot;, &amp;quot;P-07 Pro&amp;quot; and &amp;quot;Sighted P-07&amp;quot;.&lt;br /&gt;
[[file:CzP07Duty.jpg|thumb|none|350px|CZ 75 P-07 Duty - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] comes in two versions. With and without a compensator. The versions without the compensator are &amp;quot;Vulture .44&amp;quot;, &amp;quot;Vulture .44-Ex&amp;quot; and &amp;quot;King Vulture .44&amp;quot;. The compensator versions are &amp;quot;Brock's Golden Vulture .44&amp;quot;, &amp;quot;Police Auction Golden Vulture&amp;quot; and &amp;quot;RTX Rampart&amp;quot;.&lt;br /&gt;
[[File:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX (Current Production) - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45 Tactical==&lt;br /&gt;
The [[FN_FNP#FNP-45|FN FNP-45 Tactical]] appears in the game as the &amp;quot;F45 Tactical&amp;quot;.&lt;br /&gt;
[[File:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game as the &amp;quot;G17&amp;quot;, &amp;quot;Precision G17&amp;quot;, &amp;quot;G18 Auto&amp;quot; and &amp;quot;G18 Auto Custom&amp;quot;. It is identifiable as a 5th generation model by the ambidextrous slide stop and the lack of finger grooves. It has a high capacity and fire rate, as well as common and low-weight ammunition. It breaks after ~154 shots.&lt;br /&gt;
[[File:Glock17Gen5.jpg|thumb|none|350px|Glock 17 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 1.jpg|thumb|none|600px|The pistol in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 2.jpg|thumb|none|600px|The Glock being aimed.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
The [[Glock 19X]] appears in the game, incorrectly referred to as the &amp;quot;G45&amp;quot; and &amp;quot;G45 Burst&amp;quot;.&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|350px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
The [[Glock 26]] appears in the game as the &amp;quot;G26&amp;quot; and &amp;quot;G26 FDE&amp;quot;. The frame is depicted with an accessory rail, which unmodified Glock 26s do not have in reality.&lt;br /&gt;
[[File:Glock26 Gen5.jpg|thumb|none|350px|Glock 26 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 26 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2Glock 26 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 34==&lt;br /&gt;
The [[Glock 34]] Gen 5 appears in the game as the &amp;quot;G34&amp;quot; and &amp;quot;G34 FDE&amp;quot;. Of note is that the 5th generation version of the Glock 34 is only manufactured with a MOS (Modular Optic System) configuration in reality, whereas the in-game weapon doesn't appears to be MOS-configured. It serves a slightly heavier but slighter more accurate version of the [[Glock 17]]. Other than that, it is identical in every way.&lt;br /&gt;
[[File:Glock34 Gen5 MOS.jpg|thumb|none|350px|Glock 34 MOS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Compact Protector==&lt;br /&gt;
A two-tone [[Wilson Combat &amp;quot;Protector&amp;quot;]] appears under the name &amp;quot;1911&amp;quot;, taking .45 ACP as it should. It's a usable weapon, but its loud report, high weight, heavy and rarer ammo, low capacity, high recoil, and slow fire rate ensure it plays second fiddle to the majority of the game's 9mm handguns in every factor other than durability, breaking after ~154 shots. An alternate version named the Hobbyist's 1911 comes with a 10 round extended magazine and a reflex sight appears. 1911's hammers are incorrectly modeled to be down, except when the slide is back.&lt;br /&gt;
[[Image:WilsonProtector.jpg|thumb|none|350px|Wilson Combat &amp;quot;Protector&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears in the game as the &amp;quot;Target Mk3&amp;quot;, &amp;quot;Competition Mk3&amp;quot;, &amp;quot;Extended Mk3&amp;quot; and &amp;quot;Sighted Mk3&amp;quot;.&lt;br /&gt;
[[file:Ruger MkIII Target.jpg‎|thumb|none|350px|Ruger Mk III Target - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Legion==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Legion]] appears in the game as the &amp;quot;P220-9&amp;quot;, &amp;quot;P220-9 Elite&amp;quot;, &amp;quot;P220-45&amp;quot;, &amp;quot;P220-45 Elite&amp;quot;, &amp;quot;P226&amp;quot;, &amp;quot;P226 Elite&amp;quot; and &amp;quot;M17&amp;quot;. Its depiction as the military issue M17 is incorrect; the M17 is actually based on the newer P320 series of pistols.&lt;br /&gt;
[[file:P226 legion.jpg|thumb|none|350px|SIG-Sauer P226 Legion - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] appears in the game as the &amp;quot;Echo-S6 Pistol&amp;quot; and &amp;quot;Restored Echo-S6 Pistol&amp;quot;. However the ingame version is chambered for .45 ACP, making it technically a Maxim 45. The real world Maxim does not offer other chamberings except 9mm.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|350px|none|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 1.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther PPK]] appears in the game as the &amp;quot;PPK&amp;quot;, &amp;quot;Micro Dot PPK&amp;quot; and &amp;quot;Sleeper Cell PPK&amp;quot;. It is chambered in .22LR, a characteristic of some PP and PPK/S commercial models, but not done with actual PPK pistols.&lt;br /&gt;
[[file:Waltherppk32acp.jpg‎|thumb|none|350px|Walther PPK - .32 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ M2==&lt;br /&gt;
The [[Walther PPQ M2]] appears in the game as the &amp;quot;PPQ 45&amp;quot; and &amp;quot;PPQ 9&amp;quot;. &lt;br /&gt;
[[File:Walther PPQ-M2 9mm.jpg|thumb|none|350px|Walther PPQ M2, note the button magazine release - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 1.jpg|thumb|none|600px|A holstered PPQ, which gives a good view of the M2's magazine release button.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 2.jpg|thumb|none|600px|Aiming the modern Walther.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CLEO Pistol&amp;quot;==&lt;br /&gt;
The pistol appears in the game as the &amp;quot;CLEO Pistol&amp;quot; and &amp;quot;CLEO Machine Pistol&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 5.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Chiappa Rhino 50DS==&lt;br /&gt;
The [[Chiappa Rhino 50DS]] appears in the game as the &amp;quot;Safari Razorback .44&amp;quot;.&lt;br /&gt;
[[File:Chiappa Rhino 5&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 50DS (5&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1917 Revolver==&lt;br /&gt;
The [[Colt M1917 Revolver]] appears in the game as the &amp;quot;M1917 Revolver&amp;quot;.&lt;br /&gt;
[[file:ColtModel1917ArmyEx.jpg|thumb|none|350px|Colt M1917 Revolver - .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1917 Revolver Visually Modified===&lt;br /&gt;
The revolver appears in the game as the &amp;quot;OSS Silent Night&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in the game as the &amp;quot;Viper&amp;quot;, &amp;quot;Hunter's Viper&amp;quot; and &amp;quot;Old Lawman's Viper&amp;quot;.&lt;br /&gt;
[[File:Colt-Python.jpg|thumb|none|350px|Colt Python - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1875==&lt;br /&gt;
The [[Remington 1875]] appears in the game as the &amp;quot;Model 1875 Fuorilegge&amp;quot; and &amp;quot;Model 1875 Sceriffo&amp;quot;.&lt;br /&gt;
[[file:Remington 1875.jpg|thumb|none|350px|Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:Ub75Army.jpg|thumb|none|350px|Ubertl replica of a Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 3.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 4.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]] appears in the game as the &amp;quot;Blackhawk .45 Revolver&amp;quot; and &amp;quot;Rinnegato .45 Revolver&amp;quot;.&lt;br /&gt;
[[file:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger SP101==&lt;br /&gt;
The [[Ruger SP101]] appears in the game as the &amp;quot;SP101 Tassie Devil&amp;quot; and &amp;quot;SP101 Devilette .22&amp;quot;.&lt;br /&gt;
[[file:Sp101 2inch 350.jpg|thumb|none|350px|Ruger SP101 - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] appears in the game as the &amp;quot;Model 29&amp;quot; and &amp;quot;Hunter's Model 29&amp;quot;.&lt;br /&gt;
[[File:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 460 / 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 460]] or [[Smith &amp;amp; Wesson Model 500]]  appears in the game as the &amp;quot;Echo-S1 Revolver&amp;quot; , &amp;quot;Restored Echo-S1 Revolver&amp;quot;. However unlike those revolvers which are chambered in magnum calibers, the Echo-S3 is instead chambered for .22LR rounds, making it useful for stealthy situations but less practical if large targets like Juggernauts are encountered.&lt;br /&gt;
[[file:460v.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 460 - .460 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:Smith&amp;amp;Wesson500-4inch.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 3.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 986==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 986]] appears in the game as the &amp;quot;9mm Pro 986 Revolver&amp;quot; and &amp;quot;Backup Bossy&amp;quot;.&lt;br /&gt;
[[file:Smith &amp;amp; Wesson Model 986.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 986 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90/Pump-Action Hybrid==&lt;br /&gt;
A hybrid [[Benelli M4|Benelli M4 Super 90]] and pump-action shotgun appears in the game as the &amp;quot;Echo-S3 Shotgun&amp;quot; and &amp;quot;Restored Echo-S3 Shotgun&amp;quot;. It sports an integrally suppressed barrel, custom fore-end and pistol grip and tritium night sights. It appears to be a custom made hybrid shotgun; it sports the receiver and stock of a Benelli M4 Super 90, but appears to be converted to function in pump-action only and with a custom magazine tube and endcap; Benelli M4s are semi-automatic only and sport a 5+1 or 7+1 magazine tube, while the ingame weapon has a 6+1 capacity.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 1.jpg|thumb|none|600px|Shotgun in game. It's hybrid nature is visible here; the receiver and stock are that of a Benelli M4 but everything forward of that is a unique design not based on any existing shotgun.]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 2.jpg|thumb|none|600px|Shotgun in hands. Despite being a pump-action shotgun, it sports a charging handle on the bolt, a feature of semi-automatic shotguns.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] appears in the game as the &amp;quot;AA-12&amp;quot;.&lt;br /&gt;
[[file:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A short barrel and tube [[Franchi SPAS-12]] appears in the game as the &amp;quot;SPAS-12&amp;quot;.&lt;br /&gt;
[[file:Franchi12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk Type 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk Type 97-2|Hawk Type 97-2]] appears in the game as the &amp;quot;Kodiak&amp;quot;, &amp;quot;Kodiak XL&amp;quot; and &amp;quot;RTX Wolverine&amp;quot;. It is depicted as using [[Saiga 12|Saiga]] magazines. It appears to be based on both (shortened) pump-action and the rare semi-auto variants, with the general shape of the first, but with the semi-auto system of the second.&lt;br /&gt;
[[File:Hawk 97-2 short.jpg|thumb|none|400px|Hawk Type 97-2 short - 12 gauge]]&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|400px|Hawk Semi-Auto Shotgun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears in the game as the &amp;quot;KSG&amp;quot; and &amp;quot;Faithful KSG&amp;quot;. Like almost all depictions of it, it is shown mechanically as one long tube, with the animation to switch between tubes absent.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG Visually Modified===&lt;br /&gt;
The visually modified [[Kel-Tec KSG]] appears in the game as the &amp;quot;CLEO Shotgun&amp;quot; and &amp;quot;CLEO Assault Shotgun&amp;quot;.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590]] appears in the game as the &amp;quot;Police M590A1&amp;quot; and &amp;quot;M590 Sea and Sky&amp;quot;. The Sea and Sky variant is shown heavily customized with Magpul furniture, sporting a gray SGA stock and fore-end.&lt;br /&gt;
[[file:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 1.jpg|thumb|none|600px|Shotgun in game. It has a magazine tube restrictor on the end, limiting its capacity to 7+1 shells. M590A1s generally have an 8 round tube plus 1 in the chamber for 9 total rounds. ]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
The M590 Sea and Sky Shotgun can only be obtained through modding the game or by finding it in containers in Trumbull Valley in the Homecoming DLC.&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 1.jpg|thumb|none|600px|Shotgun in game. Despite sporting a full length magazine tube, it only holds 6+1 shells.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590 sawed-off===&lt;br /&gt;
The [[Mossberg 590|Mossberg 590 sawed-off]] appears in the game as the &amp;quot;M590 FDGB&amp;quot;.&lt;br /&gt;
[[file:M590shock.jpg|thumb|none|450px|Mossberg 590 Shockwave - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 930 SPX Tactical==&lt;br /&gt;
The [[Mossberg 930|Mossberg 930 SPX Tactical]] appears in the game as the &amp;quot;930 SPX&amp;quot;.&lt;br /&gt;
[[file:Mossberg 930 SPX Tactical.jpg|thumb|none|450px|Mossberg 930 SPX Tactical - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Custom===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Cold Turkey&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Visually Modified===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Sea Dog Blunderbuss&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
The [[Remington Model 870]] appears in the game as the &amp;quot;Model 870&amp;quot; and &amp;quot;Vintage Model 870&amp;quot;.&lt;br /&gt;
[[file:Rem870WingAP.jpg|thumb|none|450px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 Entry Gun===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 Entry Gun]] with a shortened barrel appears in the game as the &amp;quot;C1-A Ursus&amp;quot; and &amp;quot;CM1-A Breacher&amp;quot;. It's description states that it is a Canadian model which was imported into the US (which is interesting as 870s are manufactured in the United States) while its designation implies it is a Canadian military weapon as service weapons are appended with &amp;quot;C&amp;quot; designations similar to US &amp;quot;M&amp;quot; weapons.&lt;br /&gt;
[[file:Rem870entry.jpg|thumb|none|450px|Remington Model 870 Entry Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 sawed-off===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 sawed-off]] appears in the game as the &amp;quot;870 Sawed-Off&amp;quot; and &amp;quot;Reliable 870 Sawed-Off&amp;quot;.&lt;br /&gt;
[[file:SawnoffShotgun2.jpg|thumb|none|450px|Remington 870 with sawed off barrel and stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] appears in the game as the &amp;quot;R12&amp;quot;, &amp;quot;Trusty R12&amp;quot;, &amp;quot;DEVGRU X12 Infiltrator&amp;quot; and &amp;quot;R12 Import&amp;quot;.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Short-barreled Saiga 12===&lt;br /&gt;
A Saiga 12 with a very short barrel and no stock appears in the game as the &amp;quot;RTX Cyclone&amp;quot; and &amp;quot;RTX Cyclone Tactical&amp;quot;. The magazines are loaded at a wrong angle.&lt;br /&gt;
[[File:Saiga 12K Drum.jpg|thumb|none|450px|Custom Saiga 12K with short barrel - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in the game as the &amp;quot;Model 1887 Shotgun&amp;quot;.&lt;br /&gt;
[[file:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1887 sawed-off===&lt;br /&gt;
The [[Winchester Model 1887|Winchester Model 1887 sawed-off]] appears in the game as the &amp;quot;Sawed-Off Model 1887&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|450px|Winchester Model 1887 sawed-off (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 Trench Gun]] appears in the game as the &amp;quot;M97 Trench Gun&amp;quot;.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==CMMG MkGs Banshee 300==&lt;br /&gt;
The [[CMMG MkGs|CMMG MkGs Banshee 300]] appears in the game as the &amp;quot;Samurai SMG&amp;quot;. It incorrectly models the magazine as being perpendicular to the receiver, when in reality, it is slanted towards the trigger. This angle would make feeding from Glock pattern magazines impossible.&lt;br /&gt;
[[File:CMMG Banshee MkGs FDE finish.jpg|thumb|none|400px|CMMG MkGs Banshee 300 with FDE finish - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears in the game as the &amp;quot;EVO 3&amp;quot;.&lt;br /&gt;
[[file:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 1.jpg|thumb|none|600px|SMG in game. It does not appear to have any sights, which would make aiming difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;MP5A2&amp;quot; , &amp;quot;MP5A2 Spec Ops&amp;quot; , &amp;quot;JL94 Civilian&amp;quot; and &amp;quot;JL94 Custom&amp;quot;. The in-game models are strangely equipped with early type &amp;quot;slimline&amp;quot; handguard, while the UI icons all showing a profile with polymer &amp;quot;tropical&amp;quot; handguard.&lt;br /&gt;
[[file:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2 Visually Modified===&lt;br /&gt;
The visually modified [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;CLEO SMG&amp;quot;.&lt;br /&gt;
[[File:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CLEOMP5 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO MP5 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears in the game as the &amp;quot;SP5K Civilian&amp;quot; , &amp;quot;SP5K Custom&amp;quot; , &amp;quot;MP5K Navy&amp;quot; and &amp;quot;MP5K Spec Ops&amp;quot;.&lt;br /&gt;
[[file:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD6]] appears in the game as the &amp;quot;MP5SD&amp;quot; and &amp;quot;Echo-S4 SMG&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 1.jpg|thumb|none|600px|SMG in game. It strangely has the stock fully collapsed and there is no way to extend it.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 2.jpg|thumb|none|600px|Echo-S4 SMG in hands. Like the other Echo weapons, it sports a flat dark earth (FDE) finish. It also differs from the standard SD6 by having it's stock fully extended.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_UMP|Heckler &amp;amp; Koch UMP45]] appears in the game as the &amp;quot;UMP SMG&amp;quot;. It was initially introduced with a 20-round magazine capacity, but a later patch based on community feedback upped the capacity to its correct 25 rounds.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi]] appears in the game as the &amp;quot;Civilian Uzi 22 Pistol&amp;quot; and &amp;quot;Raider's Uzi 22&amp;quot;.&lt;br /&gt;
[[file:MiniUzi 01.jpg|thumb|none|350px|IMI Mini Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|IMI Uzi]] appears in the game as the &amp;quot;Uzi 9mm&amp;quot;. It was added in the &amp;quot;Fearsome Footage&amp;quot; pack which included a number of movie based weapons, such as Negan's barbed wire-wrapped baseball bat from [[The Walking Dead]]. The pack also included [[Terminator]]'s [[AMT Hardballer|&amp;quot;Longslide with the laser sight&amp;quot;]] and [[SPAS-12|&amp;quot;Italian Autoloader&amp;quot;]]. The name is a reference to what the T-800 calls it.&lt;br /&gt;
&lt;br /&gt;
[[file:Uzi.jpg|thumb|none|350px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:EGEBR9FU4AEEPwA (1).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] appears in the game as the &amp;quot;Civilian Vector Ultracompact&amp;quot; , &amp;quot;RTX Piranha&amp;quot; , &amp;quot;Spec Ops Vector SMG&amp;quot; , &amp;quot;Vector SMG&amp;quot; and &amp;quot;Civilian Vector Carbine&amp;quot;.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector EOTech red dot sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:ResidentEvilTDIVector 01.jpg|thumb|none|350px|KRISS USA Gen I Vector with stock removed - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] appears in the game as the &amp;quot;M3 Grease Gun&amp;quot; and &amp;quot;Graveyard Shift&amp;quot;. &lt;br /&gt;
[[File:M3fieldmod.jpg|thumb|none|350px|M3 Grease Gun with &amp;quot;field modified&amp;quot; charging handle - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 1.jpg|thumb|none|600px|The Grease Gun holstered on the survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 2.jpg|thumb|none|600px|Wielding the M3 reveals it has an added charging handle and cut in the receiver; this was a modification done to M3s due to their fragile stock charging handles.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|350px|M3A1 Grease Gun with suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 3.jpg|thumb|none|600px|A view of the suppressed M3.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 4.jpg|thumb|none|600px|Pointing the quiet Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears in the game as the &amp;quot;MAC-10&amp;quot; and &amp;quot;MAC-V&amp;quot;. &lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 1.jpg|thumb|none|600px|MAC-V SMG in game. It's name is a reference to MAC-V SOG, an elite unit who operated during the Vietnam War and were known to use suppressed MAC-10s.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 3.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] appears in the game as the &amp;quot;MP40 Submachine Gun&amp;quot;.&lt;br /&gt;
[[file:MP40Side.jpg|thumb|none|350px|MP40 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Soviet PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41 Visually Modified===&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Danger Dog PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 6.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 7.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the game as the &amp;quot;MPX Submachine Gun&amp;quot;. It is mainly based on the Gen 1 version (with an early stock), as evidenced by the SIGMod handguard and the standard MIL-STD-1913 Picatinny rail, though it is depicted with an MPX Gen 2's ejection port. It is notably chambered in .357 SIG instead of 9mm; while a .357 SIG chambering was planned, it is not currently offered on production MPXs and the gun is to date only available in 9mm.&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|400px|SIG-Sauer MPX (Gen 1) with early stock - 9x19mm]]&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR (Gen 2) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer MPX 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2SIG-Sauer MPX 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX PCC==&lt;br /&gt;
[[File:MPX PCC.jpg|thumb|none|450px|SIG-Sauer MPX PCC - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
The [[M1A1 Thompson]] appears in the game as the &amp;quot;M1A1 Thompson&amp;quot; , &amp;quot;Gangland Strad&amp;quot; and &amp;quot;Ceremonial M1A1 Thompson&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game as the &amp;quot;Classic AK-47&amp;quot;.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 1.jpg|thumb|none|600px|The AK-47 in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A hybrid of the [[AK-47]] and the [[AKM]]. It has the stamped receiver of an AKM, combined with the gas tube, gas block and front sight of an AK-47. It is fitted with a Magpul MOE AK stock and a Tapco railed handguard. Appears in the game as the &amp;quot;AK-47&amp;quot; , &amp;quot;Custom AK-47&amp;quot; , &amp;quot;Prepper's AK-47&amp;quot; , &amp;quot;Raider's AK-47&amp;quot; , &amp;quot;Sighted AK-47&amp;quot; , &amp;quot;Durability Test Gun&amp;quot; and &amp;quot;Eternal Guard's Infinite Rage&amp;quot;. The &amp;quot;Eternal Guard's Infinite Rage&amp;quot; variant sports a whopping 150-round helical magazine based on the North Korean Type 88's unique helical magazine rumored to hold between 100 and 150 rounds. However said rifle is chambered in 5.45x39mm; fitting 150 rounds of 7.62x39 in a similar magazine would be much more difficult if not outright impossible.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE Furniture - 7.62x39mm]]&lt;br /&gt;
[[file:Ak47mw.2.jpg|thumb|none|450px|'''Photoshopped''' AKM with Tapco Intrafuse and T6 furniture sets, and an M4 buttstock and Stock Adapter - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 1.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears in the game as the &amp;quot;AKS-74U Valentine&amp;quot;. For gameplay purposes it is chambered in 5.56 instead of the real AKS-74Us 5.45x39mm, which would technically make it a very early (and fictional) AKS-101U.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 3.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;M4A1&amp;quot; , &amp;quot;M4X1 DMR Heavy&amp;quot; , &amp;quot;M4X2 Lite SSW&amp;quot; , &amp;quot;Operator's M4A1&amp;quot; , &amp;quot;Sighted M4A1&amp;quot; , &amp;quot;Raider's AR-15&amp;quot; and &amp;quot;AR-15&amp;quot;.&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 6.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 7.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Visually Modified===&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;Masterwork Assault Rifle&amp;quot; and &amp;quot;Network DIY Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Custom===&lt;br /&gt;
A custom variant of the [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;GSG-W&amp;quot;. It is based on high-end competion grade AR-15 type rifles popular in the United States; as such it sports an M-LOK handguard, desert tan ergonomic pistol grip and collapsible stock and EOTech holographic sight. In an homage to the TV series Better Off Ted, it is stated to be manufactured by the fictional conglomerate Veridian Dynamics.&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H|FN SCAR-H CQC]] appears in the game as the &amp;quot;SCAR-H&amp;quot; , &amp;quot;Sighted SCAR-H&amp;quot; and &amp;quot;RTX Stormbringer&amp;quot;.&lt;br /&gt;
[[file:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] appears in the game as the &amp;quot;X-36C&amp;quot;. It is notably integrally suppressed; how exactly this is accomplished given that the G36 is piston driven and the suppressor covers the piston above the barrel is not explained, but the suppressor notably clips through the sides of the gun model as well. The rifle also is modified with a STANAG magazine well, loading steel M16 magazines instead of its proprietary translucent polymer magazines. It also sports a G36KV stock and comes in a light green army camo finish.&lt;br /&gt;
[[file:HK G36CKV.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 1.jpg|thumb|none|600px|Rifle in game. The suppressor model can be seen clipping through the sides of the handguard.]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416 A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416 A5]] appears in the game as the &amp;quot;SWAT 416&amp;quot; , &amp;quot;Echo-S7 Assault Rifle&amp;quot; and &amp;quot;Restored Echo-S7 Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:HK416A5 11.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 A5 - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SBR==&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SBR]] appears in the game as the &amp;quot;HB PDW&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SBR.jpg|thumb|none|450px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Q Honey Badger SD===&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SD]] appears in the game as the &amp;quot;HB SD Blackout&amp;quot; and &amp;quot;HB Snow Fox&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Robinson Armament XCR Visually Modified==&lt;br /&gt;
The fictional &amp;quot;CLEO Battle Rifle&amp;quot; and &amp;quot;CLEO Sharpshooter Rifle&amp;quot; appears to be based on a [[Robinson Armament XCR]] rifle, with an added cutlass grip between the bottom of the pistol grip and the upper receiver extended out to cover almost the entire length of the barrel. &lt;br /&gt;
[[File:Robarm XCR R.jpg|thumb|none|450px|Robinson Armament XCR-L Standard - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 1.jpg|thumb|none|600px|The &amp;quot;CLEO Battle Rifle&amp;quot; on a survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 2.jpg|thumb|none|600px|Aiming at a blue trailer. Here an Armalite style charging handle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears in the game as the &amp;quot;MCX RT&amp;quot;.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] appears in the game as the &amp;quot;M1-A&amp;quot; and &amp;quot;M1-A Short&amp;quot;.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield Armory M1A with JAE-100 G3 stock===&lt;br /&gt;
The [[Springfield Armory M1A|Springfield Armory M1A with JAE-100 G3 stock]] appears in the game as the &amp;quot;M14 DMR&amp;quot; , &amp;quot;SOCOM II&amp;quot; and &amp;quot;RTX Hordebreaker&amp;quot;.&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|Springfield Armory M1A with JAE-100 G3 stock - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
=Pistol-Caliber Carbines=&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_USC|Heckler &amp;amp; Koch USC]] appears in the game as the &amp;quot;USC Carbine&amp;quot; and Doomsday Carbine&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K-USC Rifle.jpg|thumb|none|350px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 USC 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 USC 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi Semi-Auto Carbine==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi Semi-Auto Carbine]] appears in the game as the &amp;quot;Civilian Uzi 22 Carbine&amp;quot;.&lt;br /&gt;
[[file:IMI Mini Uzi Semi-Auto Carbine‎.jpg|thumb|none|350px|IMI Mini Uzi Semi-Auto Carbine - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000 Gen2==&lt;br /&gt;
The [[Kel-Tec SUB-2000]] appears in the game as the &amp;quot;Simple S2K&amp;quot; and &amp;quot;Trail Blazer X2K&amp;quot;.&lt;br /&gt;
[[file:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|450px|Kel-Tec SUB-2000 Gen2 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 25==&lt;br /&gt;
The [[Marlin Model 25]] appears in the game as the &amp;quot;Echo-S2 Rifle&amp;quot; and &amp;quot;Restored Echo-S2 Rifle&amp;quot;.&lt;br /&gt;
[[file:Marlin Model 25.jpg|thumb|none|450px|Marlin Model 25 - .22LR]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears in the game as the &amp;quot;10/22 Carbine&amp;quot; , &amp;quot;Fake-A 47&amp;quot; , &amp;quot;Exterminator's 10/22&amp;quot; and &amp;quot;Prepper's 10/22&amp;quot;.&lt;br /&gt;
[[file:Ruger1022-black.jpg|thumb|none|450px|Ruger 10/22 - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger PC Carbine==&lt;br /&gt;
The [[Ruger_Police_Carbine#PC_Carbine|Ruger PC Carbine]] appears in the game as the &amp;quot;RC-9 Police Carbine&amp;quot;.&lt;br /&gt;
[[file:RugerPCcarbine.jpg|thumb|none|450px|Ruger PC Carbine - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Henry Big Boy==&lt;br /&gt;
The [[Henry 1860|Henry Big Boy]] appears in the game as the &amp;quot;Big Hank Rifle&amp;quot; and &amp;quot;Scoped Big Hank Rifle&amp;quot;.&lt;br /&gt;
[[File:HBBLG.jpg|thumb|none|450px|Henry Big Boy with loading gate - .44 Rimfire (RF)]]&lt;br /&gt;
[[file:StateOfDecay2 HenryBig Boy 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Henry Big Boy 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1 Carbine]] appears in the game as the &amp;quot;M1 Carbine&amp;quot; and &amp;quot;T4/M2 Carbine&amp;quot;.&lt;br /&gt;
[[file:AutoOrdM1Carbine.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1A1 Carbine]] appears in the game as the &amp;quot;M1 Para Carbine&amp;quot;.&lt;br /&gt;
[[file:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS_rifle#SKS|Simonov SKS]] appears in the game as the &amp;quot;Classic SKS Rifle&amp;quot; , &amp;quot;Hunter SKS&amp;quot; and &amp;quot;Non-Compliant SKS&amp;quot;.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 4.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The [[Winchester Model 1892]] appears in the game as the &amp;quot;Model 92 Rifle&amp;quot; and &amp;quot;Scoped Model 92 Rifle&amp;quot;.&lt;br /&gt;
[[file:Winchester1892Carbine.jpg|thumb|none|450px|Winchester 1892 - .38-40]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;===&lt;br /&gt;
The [[Winchester_Model_1892#.22Mare.27s_Leg.22|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;]] appears in the game as the &amp;quot;Mare's Leg&amp;quot;.&lt;br /&gt;
[[file:Model1892MaresLeg.jpg|thumb|none|450px|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot; – .44-40.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Long Ranger==&lt;br /&gt;
The [[Henry Long Ranger]] appears in the game as the &amp;quot;Duvall Outrider&amp;quot;.&lt;br /&gt;
[[file:Henry Long Ranger.jpg|thumb|none|450px|Henry Long Ranger - 308 Winchester]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
The [[Accuracy International Arctic Warfare]] appears in the game as the &amp;quot;Arctic Warrior&amp;quot; and &amp;quot;Spec Ops AW&amp;quot;. A customized version appears as the &amp;quot;Spyglass Rifle.&amp;quot;&lt;br /&gt;
[[file:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M99==&lt;br /&gt;
An absolutely bizarre-looking [[Barrett M99]] is seen in the game as the &amp;quot;Model 99-50&amp;quot; and &amp;quot;M99X1 Timberwolf.&amp;quot; The model features a three-round magazine and magwell located '''ahead''' of the trigger group (akin to its non-bullpup counterparts) but the bolt action is still located in the rear of the stock, bullpup style.&lt;br /&gt;
[[file:Barrett m99-1.jpg|thumb|none|450px|Barrett M99 - .50 BMG / .416 Barrett]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 1.jpg|thumb|none|600px|The frankenBarrett on the character's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 2.jpg|thumb|none|600px|Pointing the rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 1.jpg|thumb|none|600px|The &amp;quot;M99X1 Timberwolf&amp;quot; variant, which has a [[Barrett M98B]]-style magwell.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 2.jpg|thumb|none|600px|Aiming the Timberwolf.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M100 Intervention==&lt;br /&gt;
A cut-down version of the [[Cheyenne Tactical M100 Intervention]] rifle is found ingame as the &amp;quot;Oteo Howitzer&amp;quot;.&lt;br /&gt;
[[file:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 caliber]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
The [[M24 Sniper Weapon System]] appears in the game as the &amp;quot;Police Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M24.jpg|thumb|none|450px|M24 Sniper Weapon System - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle Visually Modified==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] appears in the game as the &amp;quot;CLEO Blaste Rifle&amp;quot; and &amp;quot;CLEO Heavy Sniper&amp;quot;.&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q The Fix==&lt;br /&gt;
The [[Q The Fix|Fix]] and [[Q The Fix|Mini Fix]], a bolt action rifle made by Q, can be found in the game as the &amp;quot;D-BAR&amp;quot; and &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q THE FIX 16 6.5 CREEDMOOR TAN ACCENTS.jpg|thumb|none|450px|Q THE FIX - 6.5 Creedmoor]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 1.jpg|thumb|none|600px|The full length &amp;quot;D-BAR&amp;quot; rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 2.jpg|thumb|none|600px|Aiming the scopeless long Fix rifle.]]&lt;br /&gt;
&lt;br /&gt;
===Q Mini Fix===&lt;br /&gt;
The [[Q The Fix|Mini Fix]] appears in the game as the &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q MINI FIX 300 BLK PISTOL 1.jpg|thumb|none|450px|Q MINI FIX - 300 BLK]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 1.jpg|thumb|none|600px|The shorter &amp;quot;D-Bartini&amp;quot; variant, which uses extended magazines.]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 2.jpg|thumb|none|600px|The shorter Fix in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger M77 Gunsite scout==&lt;br /&gt;
The [[Ruger M77 Gunsite]] appears in the game as the &amp;quot;Bolt Scout&amp;quot; and &amp;quot;Hunter`s Bolt Scout&amp;quot;. Despite being chambered in 7.62x51mm NATO, and visible being modeled with a properly sized magazine, it uses 5.56 ammo in game.&lt;br /&gt;
[[file:Ruger Gunsite.jpg|thumb|none|450px|Ruger M77 Gunsite scout rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50A==&lt;br /&gt;
The [[BFG-50A|Serbu BFG-50A]] appears in the game as the &amp;quot;B50FG&amp;quot;. It notably has its own category of weapon, being classed as the only &amp;quot;Cannon&amp;quot; type firearm in the entire game. Its incredible damage is offset by its high weight and loud report, drawing tons of zombies when it is fired. It is also notable for being able to switch from semi-automatic to full auto though this is of limited utility given its 5 round magazine. It has &amp;quot;Jackhammer&amp;quot; emblazoned on both sides of the stock.&lt;br /&gt;
[[file:Bfg50A.jpg|thumb|none|450px|Serbu BFG-50A - .50 BMG]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903_Springfield#M1903A4_Springfield|Springfield M1903A4]] appears in the game as the &amp;quot;M1903A4 Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M1903A4Weaver.jpeg|thumb|none|450px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in the game as the &amp;quot;Model 70 Classic&amp;quot; , &amp;quot;Hunter's Model 70&amp;quot; , &amp;quot;Heirloom Model 70&amp;quot; and &amp;quot;Trumbull Gatekeeper&amp;quot;.&lt;br /&gt;
[[file:Win70-2.jpg|thumb|none|450px|Modern update of the classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt R80 Monitor==&lt;br /&gt;
The [[Colt Monitor|Colt R80 Monitor]] appears as a further variant, under the &amp;quot;FBI Fighting Rifle,&amp;quot; a reference to its use by the Bureau against organized criminals in the Prohibition era. &lt;br /&gt;
[[file:Coltmonitor.jpg‎|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Monitor 1.jpg|thumb|none|600px|The Colt Monitor on the survivor's pack. It uses an extended thirty-round magazine, and has a metal-colored stock, the opposite of the above variants and of what it should actually have.]]&lt;br /&gt;
[[file:StateOfDecay2 ColtMonitor 2.jpg|thumb|none|600px|The survivor readies his Monitor in case some reanimated mobsters need icing; the animations actually work with this variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] can be used with two variants, the &amp;quot;M1918 BAR&amp;quot; and &amp;quot;Barrow Style BAR&amp;quot; - the latter resembles the cut-down BAR used by Clyde Barrow.&lt;br /&gt;
[[file:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 1.jpg|thumb|none|600px|The stock still appears to be wood, similar to the actual M1918 WWI era variant.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 2.jpg|thumb|none|600px|Taking aim with the BAR. It incorrectly uses pistol grip animations despite not having one.]]&lt;br /&gt;
[[File:Moscat.jpg|450px|thumb|none|Clyde Barrow's cut down BAR - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 1.jpg|thumb|none|600px|The cut-down M1918A2 in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 2.jpg|thumb|none|600px|Wielding the Barrow-style BAR, again with an invisible pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==M203 grenade launcher==&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game as the &amp;quot;M203 Standalone&amp;quot; , &amp;quot;Echo-S5 Gas Launcher&amp;quot; and &amp;quot;Heartland Launcher&amp;quot;.&lt;br /&gt;
[[file:RM Equipment M203PI standalone.jpg|thumb|none|450px|RM Equipment M203PI in &amp;quot;Tactical Mounting System&amp;quot; standalone stock with an M203 vertical grip - 40×46mm]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[Milkor_MGL#MGL_Mk_1L|Milkor MGL Mk 1L]] appears in the game as the &amp;quot;M32 MGL&amp;quot; and &amp;quot;MGL-N Firewhirl&amp;quot;.&lt;br /&gt;
[[file:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[file:StateOfDecay2 M32 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M32 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Sage BML-37==&lt;br /&gt;
The [[Sage BML-37]] appears in the game as the &amp;quot;BML-40&amp;quot;.&lt;br /&gt;
[[file:Sage BML-37.jpg|thumb|none|450px|Sage BML-37 - 37mm Sage Rifled]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Post_Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1525746</id>
		<title>State of Decay 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1525746"/>
		<updated>2022-10-14T19:20:11Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* MAC-10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''State of Decay''&lt;br /&gt;
|picture = State of Decay 2 box art 1.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[State of Decay (disambiguation)|''State of Decay'']]&lt;br /&gt;
|date= May 22, 2018&lt;br /&gt;
|developer= Undead Labs&lt;br /&gt;
|platforms= Microsoft Windows&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher= Xbox Game Studios&lt;br /&gt;
|genre=Action-adventure&amp;lt;br&amp;gt;Survival horror&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''State of Decay 2''''' is the 2018 third-person sequel to [[State of Decay]], the open world zombie apocalypse video game developed by Undead Labs and published by Microsoft Studios. It blends various genres including action, stealth, role-playing, co-op, strategy and survival horror in its depiction of a community attempting to rebuild during a zombie apocalypse, taking place in five different maps in unknown rural areas of the U.S. Players control characters as they scavenge supplies, sneak and fight to survive and protect their group of fellow survivors. In a sense, the player plays as the entire community, rather than one character, and can switch between individual characters to control.&lt;br /&gt;
&lt;br /&gt;
The game's combat has an equal focus on melee weapons and firearms, and it features an incredible host of guns divided into several categories across eleven calibers. The categories are &amp;quot;pistol&amp;quot;, &amp;quot;assault pistol&amp;quot;, &amp;quot;revolver&amp;quot;, &amp;quot;rifle&amp;quot;, &amp;quot;assault&amp;quot; (any select-fire weapon that would otherwise be in the rifle category, this includes submachine guns, assault rifles, and battle rifles), &amp;quot;shotgun&amp;quot;, &amp;quot;assault shotgun&amp;quot; (any self-loading shotgun), anti-materiel rifles, and various miscellaneous weapons such as crossbow. Typically least 5 new guns are added monthly in the shape of new &amp;quot;bounty broker rewards&amp;quot;. Due to the sheer variety of different guns available, calibers are simplified somewhat for gameplay purposes. Some guns are described as being rechambered in more common calibers, and 'similar' calibers are grouped together for simplicity's sake (e.g. 7.62x39, 7.62x51, and .30-06 guns all use &amp;quot;7.62&amp;quot; ammo). &lt;br /&gt;
&lt;br /&gt;
With exceptions for bolt action rifles and pump action shotguns, all weapons in each category share a single reload animation for that category. This means that to load weapons like an [[MP5]] or an [[M4]], the player goes through the exact same animations that they would for loading an [[AK-47]], which means yanking an imaginary charging handle on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons and ammunition can be found by looting various buildings in the valley, like houses, gun shops, police stations and military camps. While individual items of loot are largely randomized, which means that what guns you find varies widely from one playthrough to the next, different categories still have higher chances of showing up in certain places. I.E. a barn/house with a deer skull/cabin in the woods is far more likely to have a bolt action rifle then a grocery store or gas station, and a prepper shed, police station or gun store would be more likely to have an AR-15.&lt;br /&gt;
&lt;br /&gt;
Weapon accuracy, rate of fire and recoil are affected by the player character's skill level, as is the speed of reloading and clearing jams. The game's guns feature durability, jamming (when at low condition), +1 reloading where appropriate, varying levels of noise depending on design and caliber, and many of them can be fitted with suppressors to muffle their report. Sights and magazines are locked to the guns themselves, and cannot be swapped around like suppressors. When in a safe area like a base, reloading  an empty weapon capable of +1 reloading automatically chambers an extra round from your ammo supply as well as giving you a full magazine.&lt;br /&gt;
&lt;br /&gt;
For balance reasons, the suppressors speed up damage the weapons take, rather than getting damaged themselves, with a sliding scale of how much damage they do following the grade of suppressor. An improvised suppressor, made from a fuel filter, will suppress slightly less, and violently speed up the rate the gun loses durability, then an advanced suppressor, modelled after an Osprey 9, which will suppress very well, and barely speed up the rate the weapon takes damage. Any damage to a weapon can be repaired with &amp;quot;spare parts&amp;quot;, a crafting material that you can find, or acquire by breaking down weapons, but certain more complex weapons will require far more.&lt;br /&gt;
&lt;br /&gt;
Other than the Juggernaut zombies, any bullet will kill any zombie with a single brain shot. This allows &amp;quot;weaker&amp;quot; weapons to stay viable over short ranges, also allowing the player to spread out their ammo choices, rather then using up all their 5.56, then having to use a useless caliber.&lt;br /&gt;
&lt;br /&gt;
The weapon mechanics, while somewhat arcade-y, do force realism upon the players choices. Such as taking a PPK over an AR-15, you know that the AR is far more accurate, has a larger magazine, and hits harder, but the PPK is a fifth of the weight, the ammo is much lighter, and the .22 LR will still kill a zombie with a single headshot.&lt;br /&gt;
&lt;br /&gt;
Due to the emphasis on stealth, sound is a huge factor in gameplay. Any sound, from a broken window to a gunshot, can attract any zombies within earshot. Accordingly, louder guns are more hazardous to use due to the amount of attention they bring, and suppressors are a big asset, though it's a trade off with the damage they do to weapons. Each weapon has a stat called &amp;quot;quietness&amp;quot; that determines the range at which zombies can hear shots and how effective suppressors are.&lt;br /&gt;
&lt;br /&gt;
Every few months, the game introduces a set of new weapons, unlockable via an NPC known as Cash Beaumont, A.K.A. the Bounty Broker, a post-apocalypse philanthropist who will award you rare items in return for doing generic things. The rarer/better the item, the more extensive the challenge will be. All the challenges are somewhat tied into the item, for example, killing 80 zombies with automatic weapons grants you a specific [[BAR]] variant. These items CAN be found in ambient loot, but are far rarer than guns in the base game. Because the majority of in game weapons are real world civilian weapons that would be practical for American citizens in rural areas, the Bounty Broker weapons serve as an excuse for the devs to introduce less practical firearms, such as a fully automatic [[AKS-74U]] that has no business appearing in regular loot.&lt;br /&gt;
&lt;br /&gt;
Up until September of 2021, the player could only carry one ranged weapon, regardless of side, but can now carry a pistol or certain shotguns on the thigh as a sidearm, and any other ranged weapon on their back.&lt;br /&gt;
&lt;br /&gt;
There are several variants of the same weapon in the game. They differ in the size of the magazine, sight or caliber.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example &amp;quot;1911&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;1911&amp;quot; - The basic model of the weapon. 7-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Dillinger Pattern 1911&amp;quot; - Same model. It has a magazine for 20 rounds and an automatic shot mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example &amp;quot;Ruger Mk III&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. The basic model of the weapon. 10-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Competition Mk3&amp;quot;. The gun has a quick-change magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Sighted Mk3&amp;quot;. Pistol with RDS sight.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. 20-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The article shows the basic models of weapons.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer Longslide==&lt;br /&gt;
The [[AMT Hardballer|AMT Hardballer Longslide]] appears in the game as the &amp;quot;1911 Long Slide&amp;quot;.&lt;br /&gt;
[[file:ED 45.jpg|thumb|none|350px|AMT Hardballer Longslide with laserlock sight as used in the film [[Terminator, The (1984)]] - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 3.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears in the game as the &amp;quot;M9&amp;quot;.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm. US military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] comes in two variants: &amp;quot;Surplus M1911&amp;quot; and &amp;quot;WWII Commander`s 1911&amp;quot;.&lt;br /&gt;
[[file:M1911Colt.jpg‎|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 P-07 Duty==&lt;br /&gt;
The [[CZ_75#CZ_75_P-07_Duty|CZ 75 P-07 Duty]] appears in the game as the &amp;quot;P-07&amp;quot;, &amp;quot;P-07 Pro&amp;quot; and &amp;quot;Sighted P-07&amp;quot;.&lt;br /&gt;
[[file:CzP07Duty.jpg|thumb|none|350px|CZ 75 P-07 Duty - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] comes in two versions. With and without a compensator. The versions without the compensator are &amp;quot;Vulture .44&amp;quot;, &amp;quot;Vulture .44-Ex&amp;quot; and &amp;quot;King Vulture .44&amp;quot;. The compensator versions are &amp;quot;Brock's Golden Vulture .44&amp;quot;, &amp;quot;Police Auction Golden Vulture&amp;quot; and &amp;quot;RTX Rampart&amp;quot;.&lt;br /&gt;
[[File:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX (Current Production) - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45 Tactical==&lt;br /&gt;
The [[FN_FNP#FNP-45|FN FNP-45 Tactical]] appears in the game as the &amp;quot;F45 Tactical&amp;quot;.&lt;br /&gt;
[[File:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game as the &amp;quot;G17&amp;quot;, &amp;quot;Precision G17&amp;quot;, &amp;quot;G18 Auto&amp;quot; and &amp;quot;G18 Auto Custom&amp;quot;. It is identifiable as a 5th generation model by the ambidextrous slide stop and the lack of finger grooves. It has a high capacity and fire rate, as well as common and low-weight ammunition. It breaks after ~154 shots.&lt;br /&gt;
[[File:Glock17Gen5.jpg|thumb|none|350px|Glock 17 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 1.jpg|thumb|none|600px|The pistol in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 2.jpg|thumb|none|600px|The Glock being aimed.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
The [[Glock 19X]] appears in the game, incorrectly referred to as the &amp;quot;G45&amp;quot; and &amp;quot;G45 Burst&amp;quot;.&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|350px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
The [[Glock 26]] appears in the game as the &amp;quot;G26&amp;quot; and &amp;quot;G26 FDE&amp;quot;. The frame is depicted with an accessory rail, which unmodified Glock 26s do not have in reality.&lt;br /&gt;
[[File:Glock26 Gen5.jpg|thumb|none|350px|Glock 26 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 26 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2Glock 26 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 34==&lt;br /&gt;
The [[Glock 34]] Gen 5 appears in the game as the &amp;quot;G34&amp;quot; and &amp;quot;G34 FDE&amp;quot;. Of note is that the 5th generation version of the Glock 34 is only manufactured with a MOS (Modular Optic System) configuration in reality, whereas the in-game weapon doesn't appears to be MOS-configured. It serves a slightly heavier but slighter more accurate version of the [[Glock 17]]. Other than that, it is identical in every way.&lt;br /&gt;
[[File:Glock34 Gen5 MOS.jpg|thumb|none|350px|Glock 34 MOS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Compact Protector==&lt;br /&gt;
A two-tone [[Wilson Combat &amp;quot;Protector&amp;quot;]] appears under the name &amp;quot;1911&amp;quot;, taking .45 ACP as it should. It's a usable weapon, but its loud report, high weight, heavy and rarer ammo, low capacity, high recoil, and slow fire rate ensure it plays second fiddle to the majority of the game's 9mm handguns in every factor other than durability, breaking after ~154 shots. An alternate version named the Hobbyist's 1911 comes with a 10 round extended magazine and a reflex sight appears. 1911's hammers are incorrectly modeled to be down, except when the slide is back.&lt;br /&gt;
[[Image:WilsonProtector.jpg|thumb|none|350px|Wilson Combat &amp;quot;Protector&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears in the game as the &amp;quot;Target Mk3&amp;quot;, &amp;quot;Competition Mk3&amp;quot;, &amp;quot;Extended Mk3&amp;quot; and &amp;quot;Sighted Mk3&amp;quot;.&lt;br /&gt;
[[file:Ruger MkIII Target.jpg‎|thumb|none|350px|Ruger Mk III Target - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Legion==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Legion]] appears in the game as the &amp;quot;P220-9&amp;quot;, &amp;quot;P220-9 Elite&amp;quot;, &amp;quot;P220-45&amp;quot;, &amp;quot;P220-45 Elite&amp;quot;, &amp;quot;P226&amp;quot;, &amp;quot;P226 Elite&amp;quot; and &amp;quot;M17&amp;quot;. Its depiction as the military issue M17 is incorrect; the M17 is actually based on the newer P320 series of pistols.&lt;br /&gt;
[[file:P226 legion.jpg|thumb|none|350px|SIG-Sauer P226 Legion - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] appears in the game as the &amp;quot;Echo-S6 Pistol&amp;quot; and &amp;quot;Restored Echo-S6 Pistol&amp;quot;. However the ingame version is chambered for .45 ACP, making it technically a Maxim 45. The real world Maxim does not offer other chamberings except 9mm.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|350px|none|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 1.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther PPK]] appears in the game as the &amp;quot;PPK&amp;quot;, &amp;quot;Micro Dot PPK&amp;quot; and &amp;quot;Sleeper Cell PPK&amp;quot;. It is chambered in .22LR, a characteristic of some PP and PPK/S commercial models, but not done with actual PPK pistols.&lt;br /&gt;
[[file:Waltherppk32acp.jpg‎|thumb|none|350px|Walther PPK - .32 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ M2==&lt;br /&gt;
The [[Walther PPQ M2]] appears in the game as the &amp;quot;PPQ 45&amp;quot; and &amp;quot;PPQ 9&amp;quot;. &lt;br /&gt;
[[File:Walther PPQ-M2 9mm.jpg|thumb|none|350px|Walther PPQ M2, note the button magazine release - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 1.jpg|thumb|none|600px|A holstered PPQ, which gives a good view of the M2's magazine release button.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 2.jpg|thumb|none|600px|Aiming the modern Walther.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CLEO Pistol&amp;quot;==&lt;br /&gt;
The pistol appears in the game as the &amp;quot;CLEO Pistol&amp;quot; and &amp;quot;CLEO Machine Pistol&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 5.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Chiappa Rhino 50DS==&lt;br /&gt;
The [[Chiappa Rhino 50DS]] appears in the game as the &amp;quot;Safari Razorback .44&amp;quot;.&lt;br /&gt;
[[File:Chiappa Rhino 5&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 50DS (5&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1917 Revolver==&lt;br /&gt;
The [[Colt M1917 Revolver]] appears in the game as the &amp;quot;M1917 Revolver&amp;quot;.&lt;br /&gt;
[[file:ColtModel1917ArmyEx.jpg|thumb|none|350px|Colt M1917 Revolver - .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1917 Revolver Visually Modified===&lt;br /&gt;
The revolver appears in the game as the &amp;quot;OSS Silent Night&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in the game as the &amp;quot;Viper&amp;quot;, &amp;quot;Hunter's Viper&amp;quot; and &amp;quot;Old Lawman's Viper&amp;quot;.&lt;br /&gt;
[[File:Colt-Python.jpg|thumb|none|350px|Colt Python - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1875==&lt;br /&gt;
The [[Remington 1875]] appears in the game as the &amp;quot;Model 1875 Fuorilegge&amp;quot; and &amp;quot;Model 1875 Sceriffo&amp;quot;.&lt;br /&gt;
[[file:Remington 1875.jpg|thumb|none|350px|Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:Ub75Army.jpg|thumb|none|350px|Ubertl replica of a Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 3.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 4.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]] appears in the game as the &amp;quot;Blackhawk .45 Revolver&amp;quot; and &amp;quot;Rinnegato .45 Revolver&amp;quot;.&lt;br /&gt;
[[file:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger SP101==&lt;br /&gt;
The [[Ruger SP101]] appears in the game as the &amp;quot;SP101 Tassie Devil&amp;quot; and &amp;quot;SP101 Devilette .22&amp;quot;.&lt;br /&gt;
[[file:Sp101 2inch 350.jpg|thumb|none|350px|Ruger SP101 - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] appears in the game as the &amp;quot;Model 29&amp;quot; and &amp;quot;Hunter's Model 29&amp;quot;.&lt;br /&gt;
[[File:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 460 / 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 460]] or [[Smith &amp;amp; Wesson Model 500]]  appears in the game as the &amp;quot;Echo-S1 Revolver&amp;quot; , &amp;quot;Restored Echo-S1 Revolver&amp;quot;. However unlike those revolvers which are chambered in magnum calibers, the Echo-S3 is instead chambered for .22LR rounds, making it useful for stealthy situations but less practical if large targets like Juggernauts are encountered.&lt;br /&gt;
[[file:460v.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 460 - .460 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:Smith&amp;amp;Wesson500-4inch.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 3.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 986==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 986]] appears in the game as the &amp;quot;9mm Pro 986 Revolver&amp;quot; and &amp;quot;Backup Bossy&amp;quot;.&lt;br /&gt;
[[file:Smith &amp;amp; Wesson Model 986.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 986 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90/Pump-Action Hybrid==&lt;br /&gt;
A hybrid [[Benelli M4|Benelli M4 Super 90]] and pump-action shotgun appears in the game as the &amp;quot;Echo-S3 Shotgun&amp;quot; and &amp;quot;Restored Echo-S3 Shotgun&amp;quot;. It sports an integrally suppressed barrel, custom fore-end and pistol grip and tritium night sights. It appears to be a custom made hybrid shotgun; it sports the receiver and stock of a Benelli M4 Super 90, but appears to be converted to function in pump-action only and with a custom magazine tube and endcap; Benelli M4s are semi-automatic only and sport a 5+1 or 7+1 magazine tube, while the ingame weapon has a 6+1 capacity.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 1.jpg|thumb|none|600px|Shotgun in game. It's hybrid nature is visible here; the receiver and stock are that of a Benelli M4 but everything forward of that is a unique design not based on any existing shotgun.]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 2.jpg|thumb|none|600px|Shotgun in hands. Despite being a pump-action shotgun, it sports a charging handle on the bolt, a feature of semi-automatic shotguns.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] appears in the game as the &amp;quot;AA-12&amp;quot;.&lt;br /&gt;
[[file:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A short barrel and tube [[Franchi SPAS-12]] appears in the game as the &amp;quot;SPAS-12&amp;quot;.&lt;br /&gt;
[[file:Franchi12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk Type 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk Type 97-2|Hawk Type 97-2]] appears in the game as the &amp;quot;Kodiak&amp;quot;, &amp;quot;Kodiak XL&amp;quot; and &amp;quot;RTX Wolverine&amp;quot;. It is depicted as using [[Saiga 12|Saiga]] magazines. It appears to be based on both (shortened) pump-action and the rare semi-auto variants, with the general shape of the first, but with the semi-auto system of the second.&lt;br /&gt;
[[File:Hawk 97-2 short.jpg|thumb|none|400px|Hawk Type 97-2 short - 12 gauge]]&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|400px|Hawk Semi-Auto Shotgun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears in the game as the &amp;quot;KSG&amp;quot; and &amp;quot;Faithful KSG&amp;quot;. Like almost all depictions of it, it is shown mechanically as one long tube, with the animation to switch between tubes absent.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG Visually Modified===&lt;br /&gt;
The visually modified [[Kel-Tec KSG]] appears in the game as the &amp;quot;CLEO Shotgun&amp;quot; and &amp;quot;CLEO Assault Shotgun&amp;quot;.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590]] appears in the game as the &amp;quot;Police M590A1&amp;quot; and &amp;quot;M590 Sea and Sky&amp;quot;. The Sea and Sky variant is shown heavily customized with Magpul furniture, sporting a gray SGA stock and fore-end.&lt;br /&gt;
[[file:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 1.jpg|thumb|none|600px|Shotgun in game. It has a magazine tube restrictor on the end, limiting its capacity to 7+1 shells. M590A1s generally have an 8 round tube plus 1 in the chamber for 9 total rounds. ]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
The M590 Sea and Sky Shotgun can only be obtained through modding the game or by finding it in containers in Trumbull Valley in the Homecoming DLC.&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 1.jpg|thumb|none|600px|Shotgun in game. Despite sporting a full length magazine tube, it only holds 6+1 shells.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590 sawed-off===&lt;br /&gt;
The [[Mossberg 590|Mossberg 590 sawed-off]] appears in the game as the &amp;quot;M590 FDGB&amp;quot;.&lt;br /&gt;
[[file:M590shock.jpg|thumb|none|450px|Mossberg 590 Shockwave - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 930 SPX Tactical==&lt;br /&gt;
The [[Mossberg 930|Mossberg 930 SPX Tactical]] appears in the game as the &amp;quot;930 SPX&amp;quot;.&lt;br /&gt;
[[file:Mossberg 930 SPX Tactical.jpg|thumb|none|450px|Mossberg 930 SPX Tactical - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Custom===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Cold Turkey&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Visually Modified===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Sea Dog Blunderbuss&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
The [[Remington Model 870]] appears in the game as the &amp;quot;Model 870&amp;quot; and &amp;quot;Vintage Model 870&amp;quot;.&lt;br /&gt;
[[file:Rem870WingAP.jpg|thumb|none|450px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 Entry Gun===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 Entry Gun]] with a shortened barrel appears in the game as the &amp;quot;C1-A Ursus&amp;quot; and &amp;quot;CM1-A Breacher&amp;quot;. It's description states that it is a Canadian model which was imported into the US (which is interesting as 870s are manufactured in the United States) while its designation implies it is a Canadian military weapon as service weapons are appended with &amp;quot;C&amp;quot; designations similar to US &amp;quot;M&amp;quot; weapons.&lt;br /&gt;
[[file:Rem870entry.jpg|thumb|none|450px|Remington Model 870 Entry Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 sawed-off===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 sawed-off]] appears in the game as the &amp;quot;870 Sawed-Off&amp;quot; and &amp;quot;Reliable 870 Sawed-Off&amp;quot;.&lt;br /&gt;
[[file:SawnoffShotgun2.jpg|thumb|none|450px|Remington 870 with sawed off barrel and stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] appears in the game as the &amp;quot;R12&amp;quot;, &amp;quot;Trusty R12&amp;quot;, &amp;quot;DEVGRU X12 Infiltrator&amp;quot; and &amp;quot;R12 Import&amp;quot;.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Short-barreled Saiga 12===&lt;br /&gt;
A Saiga 12 with a very short barrel and no stock appears in the game as the &amp;quot;RTX Cyclone&amp;quot; and &amp;quot;RTX Cyclone Tactical&amp;quot;. The magazines are loaded at a wrong angle.&lt;br /&gt;
[[File:Saiga 12K Drum.jpg|thumb|none|450px|Custom Saiga 12K with short barrel - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in the game as the &amp;quot;Model 1887 Shotgun&amp;quot;.&lt;br /&gt;
[[file:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1887 sawed-off===&lt;br /&gt;
The [[Winchester Model 1887|Winchester Model 1887 sawed-off]] appears in the game as the &amp;quot;Sawed-Off Model 1887&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|450px|Winchester Model 1887 sawed-off (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 Trench Gun]] appears in the game as the &amp;quot;M97 Trench Gun&amp;quot;.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==CMMG MkGs Banshee 300==&lt;br /&gt;
The [[CMMG MkGs|CMMG MkGs Banshee 300]] appears in the game as the &amp;quot;Samurai SMG&amp;quot;. It incorrectly models the magazine as being perpendicular to the receiver, when in reality, it is slanted towards the trigger. This angle would make feeding from Glock pattern magazines impossible.&lt;br /&gt;
[[File:CMMG Banshee MkGs FDE finish.jpg|thumb|none|400px|CMMG MkGs Banshee 300 with FDE finish - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears in the game as the &amp;quot;EVO 3&amp;quot;.&lt;br /&gt;
[[file:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 1.jpg|thumb|none|600px|SMG in game. It does not appear to have any sights, which would make aiming difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;MP5A2&amp;quot; , &amp;quot;MP5A2 Spec Ops&amp;quot; , &amp;quot;JL94 Civilian&amp;quot; and &amp;quot;JL94 Custom&amp;quot;. The in-game models are strangely equipped with early type &amp;quot;slimline&amp;quot; handguard, while the UI icons all showing a profile with polymer &amp;quot;tropical&amp;quot; handguard.&lt;br /&gt;
[[file:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2 Visually Modified===&lt;br /&gt;
The visually modified [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;CLEO SMG&amp;quot;.&lt;br /&gt;
[[File:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CLEOMP5 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO MP5 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears in the game as the &amp;quot;SP5K Civilian&amp;quot; , &amp;quot;SP5K Custom&amp;quot; , &amp;quot;MP5K Navy&amp;quot; and &amp;quot;MP5K Spec Ops&amp;quot;.&lt;br /&gt;
[[file:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD6]] appears in the game as the &amp;quot;MP5SD&amp;quot; and &amp;quot;Echo-S4 SMG&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 1.jpg|thumb|none|600px|SMG in game. It strangely has the stock fully collapsed and there is no way to extend it.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 2.jpg|thumb|none|600px|Echo-S4 SMG in hands. Like the other Echo weapons, it sports a flat dark earth (FDE) finish. It also differs from the standard SD6 by having it's stock fully extended.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_UMP|Heckler &amp;amp; Koch UMP45]] appears in the game as the &amp;quot;UMP SMG&amp;quot;. It was initially introduced with a 20-round magazine capacity, but a later patch based on community feedback upped the capacity to its correct 25 rounds.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi]] appears in the game as the &amp;quot;Civilian Uzi 22 Pistol&amp;quot; and &amp;quot;Raider's Uzi 22&amp;quot;.&lt;br /&gt;
[[file:MiniUzi 01.jpg|thumb|none|350px|IMI Mini Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|IMI Uzi]] appears in the game as the &amp;quot;Uzi 9mm&amp;quot;. It was added in the &amp;quot;Fearsome Footage&amp;quot; pack which included a number of movie based weapons, such as Negan's barbed wire-wrapped baseball bat from [[The Walking Dead]]. The pack also included [[Terminator]]'s [[AMT Hardballer|&amp;quot;Longslide with the laser sight&amp;quot;]] and [[SPAS-12|&amp;quot;Italian Autoloader&amp;quot;]]. The name is a reference to what the T-800 calls it.&lt;br /&gt;
&lt;br /&gt;
[[file:Uzi.jpg|thumb|none|350px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:EGEBR9FU4AEEPwA (1).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] appears in the game as the &amp;quot;Civilian Vector Ultracompact&amp;quot; , &amp;quot;RTX Piranha&amp;quot; , &amp;quot;Spec Ops Vector SMG&amp;quot; , &amp;quot;Vector SMG&amp;quot; and &amp;quot;Civilian Vector Carbine&amp;quot;.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector EOTech red dot sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:ResidentEvilTDIVector 01.jpg|thumb|none|350px|KRISS USA Gen I Vector with stock removed - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] appears in the game as the &amp;quot;M3 Grease Gun&amp;quot; and &amp;quot;Graveyard Shift&amp;quot;. &lt;br /&gt;
[[File:M3fieldmod.jpg|thumb|none|350px|M3 Grease Gun with &amp;quot;field modified&amp;quot; charging handle - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 1.jpg|thumb|none|600px|The Grease Gun holstered on the survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 2.jpg|thumb|none|600px|Wielding the M3 reveals it has an added charging handle and cut in the receiver; this was a modification done to M3s due to their fragile stock charging handles.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|350px|M3A1 Grease Gun with suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 3.jpg|thumb|none|600px|A view of the suppressed M3.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 4.jpg|thumb|none|600px|Pointing the quiet Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears in the game as the &amp;quot;MAC-10&amp;quot; and &amp;quot;MAC-V&amp;quot;. &lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 1.jpg|thumb|none|600px|MAC-V SMG in game. It's name is a reference to MAC-V SOG, an elite unit who operated during the Vietnam War and were known to use suppressed MAC-10s.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 3.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] appears in the game as the &amp;quot;MP40 Submachine Gun&amp;quot;.&lt;br /&gt;
[[file:MP40Side.jpg|thumb|none|350px|MP40 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Soviet PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41 Visually Modified===&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Danger Dog PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 6.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 7.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the game as the &amp;quot;MPX Submachine Gun&amp;quot;. It is mainly based on the Gen 1 version (with an early stock), as evidenced by the SIGMod handguard and the standard MIL-STD-1913 Picatinny rail, though it is depicted with an MPX Gen 2's ejection port. It is notably chambered in .357 SIG instead of 9mm; while a .357 SIG chambering was planned, it is not currently offered on production MPXs and the gun is to date only available in 9mm.&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|400px|SIG-Sauer MPX (Gen 1) with early stock - 9x19mm]]&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR (Gen 2) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer MPX 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2SIG-Sauer MPX 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX PCC==&lt;br /&gt;
[[File:MPX PCC.jpg|thumb|none|450px|SIG-Sauer MPX PCC - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
The [[M1A1 Thompson]] appears in the game as the &amp;quot;M1A1 Thompson&amp;quot; , &amp;quot;Gangland Strad&amp;quot; and &amp;quot;Ceremonial M1A1 Thompson&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game as the &amp;quot;Classic AK-47&amp;quot;.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 1.jpg|thumb|none|600px|The AK-47 in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A hybrid of the [[AK-47]] and the [[AKM]]. It has the stamped receiver of an AKM, combined with the gas tube, gas block and front sight of an AK-47. It is fitted with a Magpul MOE AK stock and a Tapco railed handguard. Appears in the game as the &amp;quot;AK-47&amp;quot; , &amp;quot;Custom AK-47&amp;quot; , &amp;quot;Prepper's AK-47&amp;quot; , &amp;quot;Raider's AK-47&amp;quot; , &amp;quot;Sighted AK-47&amp;quot; , &amp;quot;Durability Test Gun&amp;quot; and &amp;quot;Eternal Guard's Infinite Rage&amp;quot;. The &amp;quot;Eternal Guard's Infinite Rage&amp;quot; variant sports a whopping 150-round helical magazine based on the North Korean Type 88's unique helical magazine rumored to hold between 100 and 150 rounds. However said rifle is chambered in 5.45x39mm; fitting 150 rounds of 7.62x39 in a similar magazine would be much more difficult if not outright impossible.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE Furniture - 7.62x39mm]]&lt;br /&gt;
[[file:Ak47mw.2.jpg|thumb|none|450px|'''Photoshopped''' AKM with Tapco Intrafuse and T6 furniture sets, and an M4 buttstock and Stock Adapter - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 1.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears in the game as the &amp;quot;AKS-74U Valentine&amp;quot;. For gameplay purposes it is chambered in 5.56 instead of the real AKS-74Us 5.45x39mm.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 3.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;M4A1&amp;quot; , &amp;quot;M4X1 DMR Heavy&amp;quot; , &amp;quot;M4X2 Lite SSW&amp;quot; , &amp;quot;Operator's M4A1&amp;quot; , &amp;quot;Sighted M4A1&amp;quot; , &amp;quot;Raider's AR-15&amp;quot; and &amp;quot;AR-15&amp;quot;.&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 6.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 7.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Visually Modified===&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;Masterwork Assault Rifle&amp;quot; and &amp;quot;Network DIY Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Custom===&lt;br /&gt;
A custom variant of the [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;GSG-W&amp;quot;. It is based on high-end competion grade AR-15 type rifles popular in the United States; as such it sports an M-LOK handguard, desert tan ergonomic pistol grip and collapsible stock and EOTech holographic sight. In an homage to the TV series Better Off Ted, it is stated to be manufactured by the fictional conglomerate Veridian Dynamics.&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H|FN SCAR-H CQC]] appears in the game as the &amp;quot;SCAR-H&amp;quot; , &amp;quot;Sighted SCAR-H&amp;quot; and &amp;quot;RTX Stormbringer&amp;quot;.&lt;br /&gt;
[[file:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] appears in the game as the &amp;quot;X-36C&amp;quot;. It is notably integrally suppressed; how exactly this is accomplished given that the G36 is piston driven and the suppressor covers the piston above the barrel is not explained, but the suppressor notably clips through the sides of the gun model as well. The rifle also is modified with a STANAG magazine well, loading steel M16 magazines instead of its proprietary translucent polymer magazines. It also sports a G36KV stock and comes in a light green army camo finish.&lt;br /&gt;
[[file:HK G36CKV.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 1.jpg|thumb|none|600px|Rifle in game. The suppressor model can be seen clipping through the sides of the handguard.]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416 A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416 A5]] appears in the game as the &amp;quot;SWAT 416&amp;quot; , &amp;quot;Echo-S7 Assault Rifle&amp;quot; and &amp;quot;Restored Echo-S7 Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:HK416A5 11.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 A5 - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SBR==&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SBR]] appears in the game as the &amp;quot;HB PDW&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SBR.jpg|thumb|none|450px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Q Honey Badger SD===&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SD]] appears in the game as the &amp;quot;HB SD Blackout&amp;quot; and &amp;quot;HB Snow Fox&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Robinson Armament XCR Visually Modified==&lt;br /&gt;
The fictional &amp;quot;CLEO Battle Rifle&amp;quot; and &amp;quot;CLEO Sharpshooter Rifle&amp;quot; appears to be based on a [[Robinson Armament XCR]] rifle, with an added cutlass grip between the bottom of the pistol grip and the upper receiver extended out to cover almost the entire length of the barrel. &lt;br /&gt;
[[File:Robarm XCR R.jpg|thumb|none|450px|Robinson Armament XCR-L Standard - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 1.jpg|thumb|none|600px|The &amp;quot;CLEO Battle Rifle&amp;quot; on a survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 2.jpg|thumb|none|600px|Aiming at a blue trailer. Here an Armalite style charging handle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears in the game as the &amp;quot;MCX RT&amp;quot;.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] appears in the game as the &amp;quot;M1-A&amp;quot; and &amp;quot;M1-A Short&amp;quot;.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield Armory M1A with JAE-100 G3 stock===&lt;br /&gt;
The [[Springfield Armory M1A|Springfield Armory M1A with JAE-100 G3 stock]] appears in the game as the &amp;quot;M14 DMR&amp;quot; , &amp;quot;SOCOM II&amp;quot; and &amp;quot;RTX Hordebreaker&amp;quot;.&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|Springfield Armory M1A with JAE-100 G3 stock - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
=Pistol-Caliber Carbines=&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_USC|Heckler &amp;amp; Koch USC]] appears in the game as the &amp;quot;USC Carbine&amp;quot; and Doomsday Carbine&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K-USC Rifle.jpg|thumb|none|350px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 USC 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 USC 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi Semi-Auto Carbine==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi Semi-Auto Carbine]] appears in the game as the &amp;quot;Civilian Uzi 22 Carbine&amp;quot;.&lt;br /&gt;
[[file:IMI Mini Uzi Semi-Auto Carbine‎.jpg|thumb|none|350px|IMI Mini Uzi Semi-Auto Carbine - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000 Gen2==&lt;br /&gt;
The [[Kel-Tec SUB-2000]] appears in the game as the &amp;quot;Simple S2K&amp;quot; and &amp;quot;Trail Blazer X2K&amp;quot;.&lt;br /&gt;
[[file:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|450px|Kel-Tec SUB-2000 Gen2 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 25==&lt;br /&gt;
The [[Marlin Model 25]] appears in the game as the &amp;quot;Echo-S2 Rifle&amp;quot; and &amp;quot;Restored Echo-S2 Rifle&amp;quot;.&lt;br /&gt;
[[file:Marlin Model 25.jpg|thumb|none|450px|Marlin Model 25 - .22LR]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears in the game as the &amp;quot;10/22 Carbine&amp;quot; , &amp;quot;Fake-A 47&amp;quot; , &amp;quot;Exterminator's 10/22&amp;quot; and &amp;quot;Prepper's 10/22&amp;quot;.&lt;br /&gt;
[[file:Ruger1022-black.jpg|thumb|none|450px|Ruger 10/22 - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger PC Carbine==&lt;br /&gt;
The [[Ruger_Police_Carbine#PC_Carbine|Ruger PC Carbine]] appears in the game as the &amp;quot;RC-9 Police Carbine&amp;quot;.&lt;br /&gt;
[[file:RugerPCcarbine.jpg|thumb|none|450px|Ruger PC Carbine - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Henry Big Boy==&lt;br /&gt;
The [[Henry 1860|Henry Big Boy]] appears in the game as the &amp;quot;Big Hank Rifle&amp;quot; and &amp;quot;Scoped Big Hank Rifle&amp;quot;.&lt;br /&gt;
[[File:HBBLG.jpg|thumb|none|450px|Henry Big Boy with loading gate - .44 Rimfire (RF)]]&lt;br /&gt;
[[file:StateOfDecay2 HenryBig Boy 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Henry Big Boy 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1 Carbine]] appears in the game as the &amp;quot;M1 Carbine&amp;quot; and &amp;quot;T4/M2 Carbine&amp;quot;.&lt;br /&gt;
[[file:AutoOrdM1Carbine.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1A1 Carbine]] appears in the game as the &amp;quot;M1 Para Carbine&amp;quot;.&lt;br /&gt;
[[file:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS_rifle#SKS|Simonov SKS]] appears in the game as the &amp;quot;Classic SKS Rifle&amp;quot; , &amp;quot;Hunter SKS&amp;quot; and &amp;quot;Non-Compliant SKS&amp;quot;.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 4.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The [[Winchester Model 1892]] appears in the game as the &amp;quot;Model 92 Rifle&amp;quot; and &amp;quot;Scoped Model 92 Rifle&amp;quot;.&lt;br /&gt;
[[file:Winchester1892Carbine.jpg|thumb|none|450px|Winchester 1892 - .38-40]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;===&lt;br /&gt;
The [[Winchester_Model_1892#.22Mare.27s_Leg.22|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;]] appears in the game as the &amp;quot;Mare's Leg&amp;quot;.&lt;br /&gt;
[[file:Model1892MaresLeg.jpg|thumb|none|450px|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot; – .44-40.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Long Ranger==&lt;br /&gt;
The [[Henry Long Ranger]] appears in the game as the &amp;quot;Duvall Outrider&amp;quot;.&lt;br /&gt;
[[file:Henry Long Ranger.jpg|thumb|none|450px|Henry Long Ranger - 308 Winchester]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
The [[Accuracy International Arctic Warfare]] appears in the game as the &amp;quot;Arctic Warrior&amp;quot; and &amp;quot;Spec Ops AW&amp;quot;. A customized version appears as the &amp;quot;Spyglass Rifle.&amp;quot;&lt;br /&gt;
[[file:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M99==&lt;br /&gt;
An absolutely bizarre-looking [[Barrett M99]] is seen in the game as the &amp;quot;Model 99-50&amp;quot; and &amp;quot;M99X1 Timberwolf.&amp;quot; The model features a three-round magazine and magwell located '''ahead''' of the trigger group (akin to its non-bullpup counterparts) but the bolt action is still located in the rear of the stock, bullpup style.&lt;br /&gt;
[[file:Barrett m99-1.jpg|thumb|none|450px|Barrett M99 - .50 BMG / .416 Barrett]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 1.jpg|thumb|none|600px|The frankenBarrett on the character's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 2.jpg|thumb|none|600px|Pointing the rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 1.jpg|thumb|none|600px|The &amp;quot;M99X1 Timberwolf&amp;quot; variant, which has a [[Barrett M98B]]-style magwell.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 2.jpg|thumb|none|600px|Aiming the Timberwolf.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M100 Intervention==&lt;br /&gt;
A cut-down version of the [[Cheyenne Tactical M100 Intervention]] rifle is found ingame as the &amp;quot;Oteo Howitzer&amp;quot;.&lt;br /&gt;
[[file:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 caliber]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
The [[M24 Sniper Weapon System]] appears in the game as the &amp;quot;Police Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M24.jpg|thumb|none|450px|M24 Sniper Weapon System - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle Visually Modified==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] appears in the game as the &amp;quot;CLEO Blaste Rifle&amp;quot; and &amp;quot;CLEO Heavy Sniper&amp;quot;.&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q The Fix==&lt;br /&gt;
The [[Q The Fix|Fix]] and [[Q The Fix|Mini Fix]], a bolt action rifle made by Q, can be found in the game as the &amp;quot;D-BAR&amp;quot; and &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q THE FIX 16 6.5 CREEDMOOR TAN ACCENTS.jpg|thumb|none|450px|Q THE FIX - 6.5 Creedmoor]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 1.jpg|thumb|none|600px|The full length &amp;quot;D-BAR&amp;quot; rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 2.jpg|thumb|none|600px|Aiming the scopeless long Fix rifle.]]&lt;br /&gt;
&lt;br /&gt;
===Q Mini Fix===&lt;br /&gt;
The [[Q The Fix|Mini Fix]] appears in the game as the &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q MINI FIX 300 BLK PISTOL 1.jpg|thumb|none|450px|Q MINI FIX - 300 BLK]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 1.jpg|thumb|none|600px|The shorter &amp;quot;D-Bartini&amp;quot; variant, which uses extended magazines.]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 2.jpg|thumb|none|600px|The shorter Fix in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger M77 Gunsite scout==&lt;br /&gt;
The [[Ruger M77 Gunsite]] appears in the game as the &amp;quot;Bolt Scout&amp;quot; and &amp;quot;Hunter`s Bolt Scout&amp;quot;. Despite being chambered in 7.62x51mm NATO, and visible being modeled with a properly sized magazine, it uses 5.56 ammo in game.&lt;br /&gt;
[[file:Ruger Gunsite.jpg|thumb|none|450px|Ruger M77 Gunsite scout rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50A==&lt;br /&gt;
The [[BFG-50A|Serbu BFG-50A]] appears in the game as the &amp;quot;B50FG&amp;quot;. It notably has its own category of weapon, being classed as the only &amp;quot;Cannon&amp;quot; type firearm in the entire game. Its incredible damage is offset by its high weight and loud report, drawing tons of zombies when it is fired. It is also notable for being able to switch from semi-automatic to full auto though this is of limited utility given its 5 round magazine. It has &amp;quot;Jackhammer&amp;quot; emblazoned on both sides of the stock.&lt;br /&gt;
[[file:Bfg50A.jpg|thumb|none|450px|Serbu BFG-50A - .50 BMG]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903_Springfield#M1903A4_Springfield|Springfield M1903A4]] appears in the game as the &amp;quot;M1903A4 Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M1903A4Weaver.jpeg|thumb|none|450px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in the game as the &amp;quot;Model 70 Classic&amp;quot; , &amp;quot;Hunter's Model 70&amp;quot; , &amp;quot;Heirloom Model 70&amp;quot; and &amp;quot;Trumbull Gatekeeper&amp;quot;.&lt;br /&gt;
[[file:Win70-2.jpg|thumb|none|450px|Modern update of the classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt R80 Monitor==&lt;br /&gt;
The [[Colt Monitor|Colt R80 Monitor]] appears as a further variant, under the &amp;quot;FBI Fighting Rifle,&amp;quot; a reference to its use by the Bureau against organized criminals in the Prohibition era. &lt;br /&gt;
[[file:Coltmonitor.jpg‎|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Monitor 1.jpg|thumb|none|600px|The Colt Monitor on the survivor's pack. It uses an extended thirty-round magazine, and has a metal-colored stock, the opposite of the above variants and of what it should actually have.]]&lt;br /&gt;
[[file:StateOfDecay2 ColtMonitor 2.jpg|thumb|none|600px|The survivor readies his Monitor in case some reanimated mobsters need icing; the animations actually work with this variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] can be used with two variants, the &amp;quot;M1918 BAR&amp;quot; and &amp;quot;Barrow Style BAR&amp;quot; - the latter resembles the cut-down BAR used by Clyde Barrow.&lt;br /&gt;
[[file:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 1.jpg|thumb|none|600px|The stock still appears to be wood, similar to the actual M1918 WWI era variant.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 2.jpg|thumb|none|600px|Taking aim with the BAR. It incorrectly uses pistol grip animations despite not having one.]]&lt;br /&gt;
[[File:Moscat.jpg|450px|thumb|none|Clyde Barrow's cut down BAR - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 1.jpg|thumb|none|600px|The cut-down M1918A2 in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 2.jpg|thumb|none|600px|Wielding the Barrow-style BAR, again with an invisible pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==M203 grenade launcher==&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game as the &amp;quot;M203 Standalone&amp;quot; , &amp;quot;Echo-S5 Gas Launcher&amp;quot; and &amp;quot;Heartland Launcher&amp;quot;.&lt;br /&gt;
[[file:RM Equipment M203PI standalone.jpg|thumb|none|450px|RM Equipment M203PI in &amp;quot;Tactical Mounting System&amp;quot; standalone stock with an M203 vertical grip - 40×46mm]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[Milkor_MGL#MGL_Mk_1L|Milkor MGL Mk 1L]] appears in the game as the &amp;quot;M32 MGL&amp;quot; and &amp;quot;MGL-N Firewhirl&amp;quot;.&lt;br /&gt;
[[file:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[file:StateOfDecay2 M32 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M32 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Sage BML-37==&lt;br /&gt;
The [[Sage BML-37]] appears in the game as the &amp;quot;BML-40&amp;quot;.&lt;br /&gt;
[[file:Sage BML-37.jpg|thumb|none|450px|Sage BML-37 - 37mm Sage Rifled]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Post_Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1525745</id>
		<title>State of Decay 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1525745"/>
		<updated>2022-10-14T19:17:30Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Heckler &amp;amp; Koch MP5SD6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''State of Decay''&lt;br /&gt;
|picture = State of Decay 2 box art 1.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[State of Decay (disambiguation)|''State of Decay'']]&lt;br /&gt;
|date= May 22, 2018&lt;br /&gt;
|developer= Undead Labs&lt;br /&gt;
|platforms= Microsoft Windows&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher= Xbox Game Studios&lt;br /&gt;
|genre=Action-adventure&amp;lt;br&amp;gt;Survival horror&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''State of Decay 2''''' is the 2018 third-person sequel to [[State of Decay]], the open world zombie apocalypse video game developed by Undead Labs and published by Microsoft Studios. It blends various genres including action, stealth, role-playing, co-op, strategy and survival horror in its depiction of a community attempting to rebuild during a zombie apocalypse, taking place in five different maps in unknown rural areas of the U.S. Players control characters as they scavenge supplies, sneak and fight to survive and protect their group of fellow survivors. In a sense, the player plays as the entire community, rather than one character, and can switch between individual characters to control.&lt;br /&gt;
&lt;br /&gt;
The game's combat has an equal focus on melee weapons and firearms, and it features an incredible host of guns divided into several categories across eleven calibers. The categories are &amp;quot;pistol&amp;quot;, &amp;quot;assault pistol&amp;quot;, &amp;quot;revolver&amp;quot;, &amp;quot;rifle&amp;quot;, &amp;quot;assault&amp;quot; (any select-fire weapon that would otherwise be in the rifle category, this includes submachine guns, assault rifles, and battle rifles), &amp;quot;shotgun&amp;quot;, &amp;quot;assault shotgun&amp;quot; (any self-loading shotgun), anti-materiel rifles, and various miscellaneous weapons such as crossbow. Typically least 5 new guns are added monthly in the shape of new &amp;quot;bounty broker rewards&amp;quot;. Due to the sheer variety of different guns available, calibers are simplified somewhat for gameplay purposes. Some guns are described as being rechambered in more common calibers, and 'similar' calibers are grouped together for simplicity's sake (e.g. 7.62x39, 7.62x51, and .30-06 guns all use &amp;quot;7.62&amp;quot; ammo). &lt;br /&gt;
&lt;br /&gt;
With exceptions for bolt action rifles and pump action shotguns, all weapons in each category share a single reload animation for that category. This means that to load weapons like an [[MP5]] or an [[M4]], the player goes through the exact same animations that they would for loading an [[AK-47]], which means yanking an imaginary charging handle on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons and ammunition can be found by looting various buildings in the valley, like houses, gun shops, police stations and military camps. While individual items of loot are largely randomized, which means that what guns you find varies widely from one playthrough to the next, different categories still have higher chances of showing up in certain places. I.E. a barn/house with a deer skull/cabin in the woods is far more likely to have a bolt action rifle then a grocery store or gas station, and a prepper shed, police station or gun store would be more likely to have an AR-15.&lt;br /&gt;
&lt;br /&gt;
Weapon accuracy, rate of fire and recoil are affected by the player character's skill level, as is the speed of reloading and clearing jams. The game's guns feature durability, jamming (when at low condition), +1 reloading where appropriate, varying levels of noise depending on design and caliber, and many of them can be fitted with suppressors to muffle their report. Sights and magazines are locked to the guns themselves, and cannot be swapped around like suppressors. When in a safe area like a base, reloading  an empty weapon capable of +1 reloading automatically chambers an extra round from your ammo supply as well as giving you a full magazine.&lt;br /&gt;
&lt;br /&gt;
For balance reasons, the suppressors speed up damage the weapons take, rather than getting damaged themselves, with a sliding scale of how much damage they do following the grade of suppressor. An improvised suppressor, made from a fuel filter, will suppress slightly less, and violently speed up the rate the gun loses durability, then an advanced suppressor, modelled after an Osprey 9, which will suppress very well, and barely speed up the rate the weapon takes damage. Any damage to a weapon can be repaired with &amp;quot;spare parts&amp;quot;, a crafting material that you can find, or acquire by breaking down weapons, but certain more complex weapons will require far more.&lt;br /&gt;
&lt;br /&gt;
Other than the Juggernaut zombies, any bullet will kill any zombie with a single brain shot. This allows &amp;quot;weaker&amp;quot; weapons to stay viable over short ranges, also allowing the player to spread out their ammo choices, rather then using up all their 5.56, then having to use a useless caliber.&lt;br /&gt;
&lt;br /&gt;
The weapon mechanics, while somewhat arcade-y, do force realism upon the players choices. Such as taking a PPK over an AR-15, you know that the AR is far more accurate, has a larger magazine, and hits harder, but the PPK is a fifth of the weight, the ammo is much lighter, and the .22 LR will still kill a zombie with a single headshot.&lt;br /&gt;
&lt;br /&gt;
Due to the emphasis on stealth, sound is a huge factor in gameplay. Any sound, from a broken window to a gunshot, can attract any zombies within earshot. Accordingly, louder guns are more hazardous to use due to the amount of attention they bring, and suppressors are a big asset, though it's a trade off with the damage they do to weapons. Each weapon has a stat called &amp;quot;quietness&amp;quot; that determines the range at which zombies can hear shots and how effective suppressors are.&lt;br /&gt;
&lt;br /&gt;
Every few months, the game introduces a set of new weapons, unlockable via an NPC known as Cash Beaumont, A.K.A. the Bounty Broker, a post-apocalypse philanthropist who will award you rare items in return for doing generic things. The rarer/better the item, the more extensive the challenge will be. All the challenges are somewhat tied into the item, for example, killing 80 zombies with automatic weapons grants you a specific [[BAR]] variant. These items CAN be found in ambient loot, but are far rarer than guns in the base game. Because the majority of in game weapons are real world civilian weapons that would be practical for American citizens in rural areas, the Bounty Broker weapons serve as an excuse for the devs to introduce less practical firearms, such as a fully automatic [[AKS-74U]] that has no business appearing in regular loot.&lt;br /&gt;
&lt;br /&gt;
Up until September of 2021, the player could only carry one ranged weapon, regardless of side, but can now carry a pistol or certain shotguns on the thigh as a sidearm, and any other ranged weapon on their back.&lt;br /&gt;
&lt;br /&gt;
There are several variants of the same weapon in the game. They differ in the size of the magazine, sight or caliber.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example &amp;quot;1911&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;1911&amp;quot; - The basic model of the weapon. 7-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Dillinger Pattern 1911&amp;quot; - Same model. It has a magazine for 20 rounds and an automatic shot mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example &amp;quot;Ruger Mk III&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. The basic model of the weapon. 10-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Competition Mk3&amp;quot;. The gun has a quick-change magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Sighted Mk3&amp;quot;. Pistol with RDS sight.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. 20-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The article shows the basic models of weapons.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer Longslide==&lt;br /&gt;
The [[AMT Hardballer|AMT Hardballer Longslide]] appears in the game as the &amp;quot;1911 Long Slide&amp;quot;.&lt;br /&gt;
[[file:ED 45.jpg|thumb|none|350px|AMT Hardballer Longslide with laserlock sight as used in the film [[Terminator, The (1984)]] - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 3.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears in the game as the &amp;quot;M9&amp;quot;.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm. US military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] comes in two variants: &amp;quot;Surplus M1911&amp;quot; and &amp;quot;WWII Commander`s 1911&amp;quot;.&lt;br /&gt;
[[file:M1911Colt.jpg‎|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 P-07 Duty==&lt;br /&gt;
The [[CZ_75#CZ_75_P-07_Duty|CZ 75 P-07 Duty]] appears in the game as the &amp;quot;P-07&amp;quot;, &amp;quot;P-07 Pro&amp;quot; and &amp;quot;Sighted P-07&amp;quot;.&lt;br /&gt;
[[file:CzP07Duty.jpg|thumb|none|350px|CZ 75 P-07 Duty - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] comes in two versions. With and without a compensator. The versions without the compensator are &amp;quot;Vulture .44&amp;quot;, &amp;quot;Vulture .44-Ex&amp;quot; and &amp;quot;King Vulture .44&amp;quot;. The compensator versions are &amp;quot;Brock's Golden Vulture .44&amp;quot;, &amp;quot;Police Auction Golden Vulture&amp;quot; and &amp;quot;RTX Rampart&amp;quot;.&lt;br /&gt;
[[File:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX (Current Production) - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45 Tactical==&lt;br /&gt;
The [[FN_FNP#FNP-45|FN FNP-45 Tactical]] appears in the game as the &amp;quot;F45 Tactical&amp;quot;.&lt;br /&gt;
[[File:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game as the &amp;quot;G17&amp;quot;, &amp;quot;Precision G17&amp;quot;, &amp;quot;G18 Auto&amp;quot; and &amp;quot;G18 Auto Custom&amp;quot;. It is identifiable as a 5th generation model by the ambidextrous slide stop and the lack of finger grooves. It has a high capacity and fire rate, as well as common and low-weight ammunition. It breaks after ~154 shots.&lt;br /&gt;
[[File:Glock17Gen5.jpg|thumb|none|350px|Glock 17 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 1.jpg|thumb|none|600px|The pistol in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 2.jpg|thumb|none|600px|The Glock being aimed.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
The [[Glock 19X]] appears in the game, incorrectly referred to as the &amp;quot;G45&amp;quot; and &amp;quot;G45 Burst&amp;quot;.&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|350px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
The [[Glock 26]] appears in the game as the &amp;quot;G26&amp;quot; and &amp;quot;G26 FDE&amp;quot;. The frame is depicted with an accessory rail, which unmodified Glock 26s do not have in reality.&lt;br /&gt;
[[File:Glock26 Gen5.jpg|thumb|none|350px|Glock 26 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 26 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2Glock 26 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 34==&lt;br /&gt;
The [[Glock 34]] Gen 5 appears in the game as the &amp;quot;G34&amp;quot; and &amp;quot;G34 FDE&amp;quot;. Of note is that the 5th generation version of the Glock 34 is only manufactured with a MOS (Modular Optic System) configuration in reality, whereas the in-game weapon doesn't appears to be MOS-configured. It serves a slightly heavier but slighter more accurate version of the [[Glock 17]]. Other than that, it is identical in every way.&lt;br /&gt;
[[File:Glock34 Gen5 MOS.jpg|thumb|none|350px|Glock 34 MOS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Compact Protector==&lt;br /&gt;
A two-tone [[Wilson Combat &amp;quot;Protector&amp;quot;]] appears under the name &amp;quot;1911&amp;quot;, taking .45 ACP as it should. It's a usable weapon, but its loud report, high weight, heavy and rarer ammo, low capacity, high recoil, and slow fire rate ensure it plays second fiddle to the majority of the game's 9mm handguns in every factor other than durability, breaking after ~154 shots. An alternate version named the Hobbyist's 1911 comes with a 10 round extended magazine and a reflex sight appears. 1911's hammers are incorrectly modeled to be down, except when the slide is back.&lt;br /&gt;
[[Image:WilsonProtector.jpg|thumb|none|350px|Wilson Combat &amp;quot;Protector&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears in the game as the &amp;quot;Target Mk3&amp;quot;, &amp;quot;Competition Mk3&amp;quot;, &amp;quot;Extended Mk3&amp;quot; and &amp;quot;Sighted Mk3&amp;quot;.&lt;br /&gt;
[[file:Ruger MkIII Target.jpg‎|thumb|none|350px|Ruger Mk III Target - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Legion==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Legion]] appears in the game as the &amp;quot;P220-9&amp;quot;, &amp;quot;P220-9 Elite&amp;quot;, &amp;quot;P220-45&amp;quot;, &amp;quot;P220-45 Elite&amp;quot;, &amp;quot;P226&amp;quot;, &amp;quot;P226 Elite&amp;quot; and &amp;quot;M17&amp;quot;. Its depiction as the military issue M17 is incorrect; the M17 is actually based on the newer P320 series of pistols.&lt;br /&gt;
[[file:P226 legion.jpg|thumb|none|350px|SIG-Sauer P226 Legion - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] appears in the game as the &amp;quot;Echo-S6 Pistol&amp;quot; and &amp;quot;Restored Echo-S6 Pistol&amp;quot;. However the ingame version is chambered for .45 ACP, making it technically a Maxim 45. The real world Maxim does not offer other chamberings except 9mm.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|350px|none|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 1.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther PPK]] appears in the game as the &amp;quot;PPK&amp;quot;, &amp;quot;Micro Dot PPK&amp;quot; and &amp;quot;Sleeper Cell PPK&amp;quot;. It is chambered in .22LR, a characteristic of some PP and PPK/S commercial models, but not done with actual PPK pistols.&lt;br /&gt;
[[file:Waltherppk32acp.jpg‎|thumb|none|350px|Walther PPK - .32 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ M2==&lt;br /&gt;
The [[Walther PPQ M2]] appears in the game as the &amp;quot;PPQ 45&amp;quot; and &amp;quot;PPQ 9&amp;quot;. &lt;br /&gt;
[[File:Walther PPQ-M2 9mm.jpg|thumb|none|350px|Walther PPQ M2, note the button magazine release - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 1.jpg|thumb|none|600px|A holstered PPQ, which gives a good view of the M2's magazine release button.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 2.jpg|thumb|none|600px|Aiming the modern Walther.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CLEO Pistol&amp;quot;==&lt;br /&gt;
The pistol appears in the game as the &amp;quot;CLEO Pistol&amp;quot; and &amp;quot;CLEO Machine Pistol&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 5.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Chiappa Rhino 50DS==&lt;br /&gt;
The [[Chiappa Rhino 50DS]] appears in the game as the &amp;quot;Safari Razorback .44&amp;quot;.&lt;br /&gt;
[[File:Chiappa Rhino 5&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 50DS (5&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1917 Revolver==&lt;br /&gt;
The [[Colt M1917 Revolver]] appears in the game as the &amp;quot;M1917 Revolver&amp;quot;.&lt;br /&gt;
[[file:ColtModel1917ArmyEx.jpg|thumb|none|350px|Colt M1917 Revolver - .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1917 Revolver Visually Modified===&lt;br /&gt;
The revolver appears in the game as the &amp;quot;OSS Silent Night&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in the game as the &amp;quot;Viper&amp;quot;, &amp;quot;Hunter's Viper&amp;quot; and &amp;quot;Old Lawman's Viper&amp;quot;.&lt;br /&gt;
[[File:Colt-Python.jpg|thumb|none|350px|Colt Python - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1875==&lt;br /&gt;
The [[Remington 1875]] appears in the game as the &amp;quot;Model 1875 Fuorilegge&amp;quot; and &amp;quot;Model 1875 Sceriffo&amp;quot;.&lt;br /&gt;
[[file:Remington 1875.jpg|thumb|none|350px|Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:Ub75Army.jpg|thumb|none|350px|Ubertl replica of a Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 3.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 4.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]] appears in the game as the &amp;quot;Blackhawk .45 Revolver&amp;quot; and &amp;quot;Rinnegato .45 Revolver&amp;quot;.&lt;br /&gt;
[[file:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger SP101==&lt;br /&gt;
The [[Ruger SP101]] appears in the game as the &amp;quot;SP101 Tassie Devil&amp;quot; and &amp;quot;SP101 Devilette .22&amp;quot;.&lt;br /&gt;
[[file:Sp101 2inch 350.jpg|thumb|none|350px|Ruger SP101 - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] appears in the game as the &amp;quot;Model 29&amp;quot; and &amp;quot;Hunter's Model 29&amp;quot;.&lt;br /&gt;
[[File:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 460 / 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 460]] or [[Smith &amp;amp; Wesson Model 500]]  appears in the game as the &amp;quot;Echo-S1 Revolver&amp;quot; , &amp;quot;Restored Echo-S1 Revolver&amp;quot;. However unlike those revolvers which are chambered in magnum calibers, the Echo-S3 is instead chambered for .22LR rounds, making it useful for stealthy situations but less practical if large targets like Juggernauts are encountered.&lt;br /&gt;
[[file:460v.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 460 - .460 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:Smith&amp;amp;Wesson500-4inch.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 3.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 986==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 986]] appears in the game as the &amp;quot;9mm Pro 986 Revolver&amp;quot; and &amp;quot;Backup Bossy&amp;quot;.&lt;br /&gt;
[[file:Smith &amp;amp; Wesson Model 986.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 986 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90/Pump-Action Hybrid==&lt;br /&gt;
A hybrid [[Benelli M4|Benelli M4 Super 90]] and pump-action shotgun appears in the game as the &amp;quot;Echo-S3 Shotgun&amp;quot; and &amp;quot;Restored Echo-S3 Shotgun&amp;quot;. It sports an integrally suppressed barrel, custom fore-end and pistol grip and tritium night sights. It appears to be a custom made hybrid shotgun; it sports the receiver and stock of a Benelli M4 Super 90, but appears to be converted to function in pump-action only and with a custom magazine tube and endcap; Benelli M4s are semi-automatic only and sport a 5+1 or 7+1 magazine tube, while the ingame weapon has a 6+1 capacity.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 1.jpg|thumb|none|600px|Shotgun in game. It's hybrid nature is visible here; the receiver and stock are that of a Benelli M4 but everything forward of that is a unique design not based on any existing shotgun.]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 2.jpg|thumb|none|600px|Shotgun in hands. Despite being a pump-action shotgun, it sports a charging handle on the bolt, a feature of semi-automatic shotguns.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] appears in the game as the &amp;quot;AA-12&amp;quot;.&lt;br /&gt;
[[file:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A short barrel and tube [[Franchi SPAS-12]] appears in the game as the &amp;quot;SPAS-12&amp;quot;.&lt;br /&gt;
[[file:Franchi12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk Type 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk Type 97-2|Hawk Type 97-2]] appears in the game as the &amp;quot;Kodiak&amp;quot;, &amp;quot;Kodiak XL&amp;quot; and &amp;quot;RTX Wolverine&amp;quot;. It is depicted as using [[Saiga 12|Saiga]] magazines. It appears to be based on both (shortened) pump-action and the rare semi-auto variants, with the general shape of the first, but with the semi-auto system of the second.&lt;br /&gt;
[[File:Hawk 97-2 short.jpg|thumb|none|400px|Hawk Type 97-2 short - 12 gauge]]&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|400px|Hawk Semi-Auto Shotgun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears in the game as the &amp;quot;KSG&amp;quot; and &amp;quot;Faithful KSG&amp;quot;. Like almost all depictions of it, it is shown mechanically as one long tube, with the animation to switch between tubes absent.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG Visually Modified===&lt;br /&gt;
The visually modified [[Kel-Tec KSG]] appears in the game as the &amp;quot;CLEO Shotgun&amp;quot; and &amp;quot;CLEO Assault Shotgun&amp;quot;.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590]] appears in the game as the &amp;quot;Police M590A1&amp;quot; and &amp;quot;M590 Sea and Sky&amp;quot;. The Sea and Sky variant is shown heavily customized with Magpul furniture, sporting a gray SGA stock and fore-end.&lt;br /&gt;
[[file:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 1.jpg|thumb|none|600px|Shotgun in game. It has a magazine tube restrictor on the end, limiting its capacity to 7+1 shells. M590A1s generally have an 8 round tube plus 1 in the chamber for 9 total rounds. ]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
The M590 Sea and Sky Shotgun can only be obtained through modding the game or by finding it in containers in Trumbull Valley in the Homecoming DLC.&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 1.jpg|thumb|none|600px|Shotgun in game. Despite sporting a full length magazine tube, it only holds 6+1 shells.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590 sawed-off===&lt;br /&gt;
The [[Mossberg 590|Mossberg 590 sawed-off]] appears in the game as the &amp;quot;M590 FDGB&amp;quot;.&lt;br /&gt;
[[file:M590shock.jpg|thumb|none|450px|Mossberg 590 Shockwave - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 930 SPX Tactical==&lt;br /&gt;
The [[Mossberg 930|Mossberg 930 SPX Tactical]] appears in the game as the &amp;quot;930 SPX&amp;quot;.&lt;br /&gt;
[[file:Mossberg 930 SPX Tactical.jpg|thumb|none|450px|Mossberg 930 SPX Tactical - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Custom===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Cold Turkey&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Visually Modified===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Sea Dog Blunderbuss&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
The [[Remington Model 870]] appears in the game as the &amp;quot;Model 870&amp;quot; and &amp;quot;Vintage Model 870&amp;quot;.&lt;br /&gt;
[[file:Rem870WingAP.jpg|thumb|none|450px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 Entry Gun===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 Entry Gun]] with a shortened barrel appears in the game as the &amp;quot;C1-A Ursus&amp;quot; and &amp;quot;CM1-A Breacher&amp;quot;. It's description states that it is a Canadian model which was imported into the US (which is interesting as 870s are manufactured in the United States) while its designation implies it is a Canadian military weapon as service weapons are appended with &amp;quot;C&amp;quot; designations similar to US &amp;quot;M&amp;quot; weapons.&lt;br /&gt;
[[file:Rem870entry.jpg|thumb|none|450px|Remington Model 870 Entry Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 sawed-off===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 sawed-off]] appears in the game as the &amp;quot;870 Sawed-Off&amp;quot; and &amp;quot;Reliable 870 Sawed-Off&amp;quot;.&lt;br /&gt;
[[file:SawnoffShotgun2.jpg|thumb|none|450px|Remington 870 with sawed off barrel and stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] appears in the game as the &amp;quot;R12&amp;quot;, &amp;quot;Trusty R12&amp;quot;, &amp;quot;DEVGRU X12 Infiltrator&amp;quot; and &amp;quot;R12 Import&amp;quot;.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Short-barreled Saiga 12===&lt;br /&gt;
A Saiga 12 with a very short barrel and no stock appears in the game as the &amp;quot;RTX Cyclone&amp;quot; and &amp;quot;RTX Cyclone Tactical&amp;quot;. The magazines are loaded at a wrong angle.&lt;br /&gt;
[[File:Saiga 12K Drum.jpg|thumb|none|450px|Custom Saiga 12K with short barrel - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in the game as the &amp;quot;Model 1887 Shotgun&amp;quot;.&lt;br /&gt;
[[file:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1887 sawed-off===&lt;br /&gt;
The [[Winchester Model 1887|Winchester Model 1887 sawed-off]] appears in the game as the &amp;quot;Sawed-Off Model 1887&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|450px|Winchester Model 1887 sawed-off (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 Trench Gun]] appears in the game as the &amp;quot;M97 Trench Gun&amp;quot;.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==CMMG MkGs Banshee 300==&lt;br /&gt;
The [[CMMG MkGs|CMMG MkGs Banshee 300]] appears in the game as the &amp;quot;Samurai SMG&amp;quot;. It incorrectly models the magazine as being perpendicular to the receiver, when in reality, it is slanted towards the trigger. This angle would make feeding from Glock pattern magazines impossible.&lt;br /&gt;
[[File:CMMG Banshee MkGs FDE finish.jpg|thumb|none|400px|CMMG MkGs Banshee 300 with FDE finish - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears in the game as the &amp;quot;EVO 3&amp;quot;.&lt;br /&gt;
[[file:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 1.jpg|thumb|none|600px|SMG in game. It does not appear to have any sights, which would make aiming difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;MP5A2&amp;quot; , &amp;quot;MP5A2 Spec Ops&amp;quot; , &amp;quot;JL94 Civilian&amp;quot; and &amp;quot;JL94 Custom&amp;quot;. The in-game models are strangely equipped with early type &amp;quot;slimline&amp;quot; handguard, while the UI icons all showing a profile with polymer &amp;quot;tropical&amp;quot; handguard.&lt;br /&gt;
[[file:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2 Visually Modified===&lt;br /&gt;
The visually modified [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;CLEO SMG&amp;quot;.&lt;br /&gt;
[[File:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CLEOMP5 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO MP5 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears in the game as the &amp;quot;SP5K Civilian&amp;quot; , &amp;quot;SP5K Custom&amp;quot; , &amp;quot;MP5K Navy&amp;quot; and &amp;quot;MP5K Spec Ops&amp;quot;.&lt;br /&gt;
[[file:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD6]] appears in the game as the &amp;quot;MP5SD&amp;quot; and &amp;quot;Echo-S4 SMG&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 1.jpg|thumb|none|600px|SMG in game. It strangely has the stock fully collapsed and there is no way to extend it.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 2.jpg|thumb|none|600px|Echo-S4 SMG in hands. Like the other Echo weapons, it sports a flat dark earth (FDE) finish. It also differs from the standard SD6 by having it's stock fully extended.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_UMP|Heckler &amp;amp; Koch UMP45]] appears in the game as the &amp;quot;UMP SMG&amp;quot;. It was initially introduced with a 20-round magazine capacity, but a later patch based on community feedback upped the capacity to its correct 25 rounds.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi]] appears in the game as the &amp;quot;Civilian Uzi 22 Pistol&amp;quot; and &amp;quot;Raider's Uzi 22&amp;quot;.&lt;br /&gt;
[[file:MiniUzi 01.jpg|thumb|none|350px|IMI Mini Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|IMI Uzi]] appears in the game as the &amp;quot;Uzi 9mm&amp;quot;. It was added in the &amp;quot;Fearsome Footage&amp;quot; pack which included a number of movie based weapons, such as Negan's barbed wire-wrapped baseball bat from [[The Walking Dead]]. The pack also included [[Terminator]]'s [[AMT Hardballer|&amp;quot;Longslide with the laser sight&amp;quot;]] and [[SPAS-12|&amp;quot;Italian Autoloader&amp;quot;]]. The name is a reference to what the T-800 calls it.&lt;br /&gt;
&lt;br /&gt;
[[file:Uzi.jpg|thumb|none|350px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:EGEBR9FU4AEEPwA (1).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] appears in the game as the &amp;quot;Civilian Vector Ultracompact&amp;quot; , &amp;quot;RTX Piranha&amp;quot; , &amp;quot;Spec Ops Vector SMG&amp;quot; , &amp;quot;Vector SMG&amp;quot; and &amp;quot;Civilian Vector Carbine&amp;quot;.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector EOTech red dot sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:ResidentEvilTDIVector 01.jpg|thumb|none|350px|KRISS USA Gen I Vector with stock removed - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] appears in the game as the &amp;quot;M3 Grease Gun&amp;quot; and &amp;quot;Graveyard Shift&amp;quot;. &lt;br /&gt;
[[File:M3fieldmod.jpg|thumb|none|350px|M3 Grease Gun with &amp;quot;field modified&amp;quot; charging handle - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 1.jpg|thumb|none|600px|The Grease Gun holstered on the survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 2.jpg|thumb|none|600px|Wielding the M3 reveals it has an added charging handle and cut in the receiver; this was a modification done to M3s due to their fragile stock charging handles.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|350px|M3A1 Grease Gun with suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 3.jpg|thumb|none|600px|A view of the suppressed M3.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 4.jpg|thumb|none|600px|Pointing the quiet Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears in the game as the &amp;quot;MAC-10&amp;quot; and &amp;quot;MAC-V&amp;quot;. &lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 3.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] appears in the game as the &amp;quot;MP40 Submachine Gun&amp;quot;.&lt;br /&gt;
[[file:MP40Side.jpg|thumb|none|350px|MP40 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Soviet PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41 Visually Modified===&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Danger Dog PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 6.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 7.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the game as the &amp;quot;MPX Submachine Gun&amp;quot;. It is mainly based on the Gen 1 version (with an early stock), as evidenced by the SIGMod handguard and the standard MIL-STD-1913 Picatinny rail, though it is depicted with an MPX Gen 2's ejection port. It is notably chambered in .357 SIG instead of 9mm; while a .357 SIG chambering was planned, it is not currently offered on production MPXs and the gun is to date only available in 9mm.&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|400px|SIG-Sauer MPX (Gen 1) with early stock - 9x19mm]]&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR (Gen 2) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer MPX 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2SIG-Sauer MPX 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX PCC==&lt;br /&gt;
[[File:MPX PCC.jpg|thumb|none|450px|SIG-Sauer MPX PCC - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
The [[M1A1 Thompson]] appears in the game as the &amp;quot;M1A1 Thompson&amp;quot; , &amp;quot;Gangland Strad&amp;quot; and &amp;quot;Ceremonial M1A1 Thompson&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game as the &amp;quot;Classic AK-47&amp;quot;.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 1.jpg|thumb|none|600px|The AK-47 in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A hybrid of the [[AK-47]] and the [[AKM]]. It has the stamped receiver of an AKM, combined with the gas tube, gas block and front sight of an AK-47. It is fitted with a Magpul MOE AK stock and a Tapco railed handguard. Appears in the game as the &amp;quot;AK-47&amp;quot; , &amp;quot;Custom AK-47&amp;quot; , &amp;quot;Prepper's AK-47&amp;quot; , &amp;quot;Raider's AK-47&amp;quot; , &amp;quot;Sighted AK-47&amp;quot; , &amp;quot;Durability Test Gun&amp;quot; and &amp;quot;Eternal Guard's Infinite Rage&amp;quot;. The &amp;quot;Eternal Guard's Infinite Rage&amp;quot; variant sports a whopping 150-round helical magazine based on the North Korean Type 88's unique helical magazine rumored to hold between 100 and 150 rounds. However said rifle is chambered in 5.45x39mm; fitting 150 rounds of 7.62x39 in a similar magazine would be much more difficult if not outright impossible.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE Furniture - 7.62x39mm]]&lt;br /&gt;
[[file:Ak47mw.2.jpg|thumb|none|450px|'''Photoshopped''' AKM with Tapco Intrafuse and T6 furniture sets, and an M4 buttstock and Stock Adapter - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 1.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears in the game as the &amp;quot;AKS-74U Valentine&amp;quot;. For gameplay purposes it is chambered in 5.56 instead of the real AKS-74Us 5.45x39mm.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 3.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;M4A1&amp;quot; , &amp;quot;M4X1 DMR Heavy&amp;quot; , &amp;quot;M4X2 Lite SSW&amp;quot; , &amp;quot;Operator's M4A1&amp;quot; , &amp;quot;Sighted M4A1&amp;quot; , &amp;quot;Raider's AR-15&amp;quot; and &amp;quot;AR-15&amp;quot;.&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 6.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 7.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Visually Modified===&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;Masterwork Assault Rifle&amp;quot; and &amp;quot;Network DIY Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Custom===&lt;br /&gt;
A custom variant of the [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;GSG-W&amp;quot;. It is based on high-end competion grade AR-15 type rifles popular in the United States; as such it sports an M-LOK handguard, desert tan ergonomic pistol grip and collapsible stock and EOTech holographic sight. In an homage to the TV series Better Off Ted, it is stated to be manufactured by the fictional conglomerate Veridian Dynamics.&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H|FN SCAR-H CQC]] appears in the game as the &amp;quot;SCAR-H&amp;quot; , &amp;quot;Sighted SCAR-H&amp;quot; and &amp;quot;RTX Stormbringer&amp;quot;.&lt;br /&gt;
[[file:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] appears in the game as the &amp;quot;X-36C&amp;quot;. It is notably integrally suppressed; how exactly this is accomplished given that the G36 is piston driven and the suppressor covers the piston above the barrel is not explained, but the suppressor notably clips through the sides of the gun model as well. The rifle also is modified with a STANAG magazine well, loading steel M16 magazines instead of its proprietary translucent polymer magazines. It also sports a G36KV stock and comes in a light green army camo finish.&lt;br /&gt;
[[file:HK G36CKV.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 1.jpg|thumb|none|600px|Rifle in game. The suppressor model can be seen clipping through the sides of the handguard.]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416 A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416 A5]] appears in the game as the &amp;quot;SWAT 416&amp;quot; , &amp;quot;Echo-S7 Assault Rifle&amp;quot; and &amp;quot;Restored Echo-S7 Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:HK416A5 11.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 A5 - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SBR==&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SBR]] appears in the game as the &amp;quot;HB PDW&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SBR.jpg|thumb|none|450px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Q Honey Badger SD===&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SD]] appears in the game as the &amp;quot;HB SD Blackout&amp;quot; and &amp;quot;HB Snow Fox&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Robinson Armament XCR Visually Modified==&lt;br /&gt;
The fictional &amp;quot;CLEO Battle Rifle&amp;quot; and &amp;quot;CLEO Sharpshooter Rifle&amp;quot; appears to be based on a [[Robinson Armament XCR]] rifle, with an added cutlass grip between the bottom of the pistol grip and the upper receiver extended out to cover almost the entire length of the barrel. &lt;br /&gt;
[[File:Robarm XCR R.jpg|thumb|none|450px|Robinson Armament XCR-L Standard - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 1.jpg|thumb|none|600px|The &amp;quot;CLEO Battle Rifle&amp;quot; on a survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 2.jpg|thumb|none|600px|Aiming at a blue trailer. Here an Armalite style charging handle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears in the game as the &amp;quot;MCX RT&amp;quot;.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] appears in the game as the &amp;quot;M1-A&amp;quot; and &amp;quot;M1-A Short&amp;quot;.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield Armory M1A with JAE-100 G3 stock===&lt;br /&gt;
The [[Springfield Armory M1A|Springfield Armory M1A with JAE-100 G3 stock]] appears in the game as the &amp;quot;M14 DMR&amp;quot; , &amp;quot;SOCOM II&amp;quot; and &amp;quot;RTX Hordebreaker&amp;quot;.&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|Springfield Armory M1A with JAE-100 G3 stock - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
=Pistol-Caliber Carbines=&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_USC|Heckler &amp;amp; Koch USC]] appears in the game as the &amp;quot;USC Carbine&amp;quot; and Doomsday Carbine&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K-USC Rifle.jpg|thumb|none|350px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 USC 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 USC 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi Semi-Auto Carbine==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi Semi-Auto Carbine]] appears in the game as the &amp;quot;Civilian Uzi 22 Carbine&amp;quot;.&lt;br /&gt;
[[file:IMI Mini Uzi Semi-Auto Carbine‎.jpg|thumb|none|350px|IMI Mini Uzi Semi-Auto Carbine - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000 Gen2==&lt;br /&gt;
The [[Kel-Tec SUB-2000]] appears in the game as the &amp;quot;Simple S2K&amp;quot; and &amp;quot;Trail Blazer X2K&amp;quot;.&lt;br /&gt;
[[file:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|450px|Kel-Tec SUB-2000 Gen2 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 25==&lt;br /&gt;
The [[Marlin Model 25]] appears in the game as the &amp;quot;Echo-S2 Rifle&amp;quot; and &amp;quot;Restored Echo-S2 Rifle&amp;quot;.&lt;br /&gt;
[[file:Marlin Model 25.jpg|thumb|none|450px|Marlin Model 25 - .22LR]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears in the game as the &amp;quot;10/22 Carbine&amp;quot; , &amp;quot;Fake-A 47&amp;quot; , &amp;quot;Exterminator's 10/22&amp;quot; and &amp;quot;Prepper's 10/22&amp;quot;.&lt;br /&gt;
[[file:Ruger1022-black.jpg|thumb|none|450px|Ruger 10/22 - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger PC Carbine==&lt;br /&gt;
The [[Ruger_Police_Carbine#PC_Carbine|Ruger PC Carbine]] appears in the game as the &amp;quot;RC-9 Police Carbine&amp;quot;.&lt;br /&gt;
[[file:RugerPCcarbine.jpg|thumb|none|450px|Ruger PC Carbine - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Henry Big Boy==&lt;br /&gt;
The [[Henry 1860|Henry Big Boy]] appears in the game as the &amp;quot;Big Hank Rifle&amp;quot; and &amp;quot;Scoped Big Hank Rifle&amp;quot;.&lt;br /&gt;
[[File:HBBLG.jpg|thumb|none|450px|Henry Big Boy with loading gate - .44 Rimfire (RF)]]&lt;br /&gt;
[[file:StateOfDecay2 HenryBig Boy 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Henry Big Boy 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1 Carbine]] appears in the game as the &amp;quot;M1 Carbine&amp;quot; and &amp;quot;T4/M2 Carbine&amp;quot;.&lt;br /&gt;
[[file:AutoOrdM1Carbine.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1A1 Carbine]] appears in the game as the &amp;quot;M1 Para Carbine&amp;quot;.&lt;br /&gt;
[[file:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS_rifle#SKS|Simonov SKS]] appears in the game as the &amp;quot;Classic SKS Rifle&amp;quot; , &amp;quot;Hunter SKS&amp;quot; and &amp;quot;Non-Compliant SKS&amp;quot;.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 4.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The [[Winchester Model 1892]] appears in the game as the &amp;quot;Model 92 Rifle&amp;quot; and &amp;quot;Scoped Model 92 Rifle&amp;quot;.&lt;br /&gt;
[[file:Winchester1892Carbine.jpg|thumb|none|450px|Winchester 1892 - .38-40]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;===&lt;br /&gt;
The [[Winchester_Model_1892#.22Mare.27s_Leg.22|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;]] appears in the game as the &amp;quot;Mare's Leg&amp;quot;.&lt;br /&gt;
[[file:Model1892MaresLeg.jpg|thumb|none|450px|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot; – .44-40.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Long Ranger==&lt;br /&gt;
The [[Henry Long Ranger]] appears in the game as the &amp;quot;Duvall Outrider&amp;quot;.&lt;br /&gt;
[[file:Henry Long Ranger.jpg|thumb|none|450px|Henry Long Ranger - 308 Winchester]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
The [[Accuracy International Arctic Warfare]] appears in the game as the &amp;quot;Arctic Warrior&amp;quot; and &amp;quot;Spec Ops AW&amp;quot;. A customized version appears as the &amp;quot;Spyglass Rifle.&amp;quot;&lt;br /&gt;
[[file:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M99==&lt;br /&gt;
An absolutely bizarre-looking [[Barrett M99]] is seen in the game as the &amp;quot;Model 99-50&amp;quot; and &amp;quot;M99X1 Timberwolf.&amp;quot; The model features a three-round magazine and magwell located '''ahead''' of the trigger group (akin to its non-bullpup counterparts) but the bolt action is still located in the rear of the stock, bullpup style.&lt;br /&gt;
[[file:Barrett m99-1.jpg|thumb|none|450px|Barrett M99 - .50 BMG / .416 Barrett]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 1.jpg|thumb|none|600px|The frankenBarrett on the character's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 2.jpg|thumb|none|600px|Pointing the rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 1.jpg|thumb|none|600px|The &amp;quot;M99X1 Timberwolf&amp;quot; variant, which has a [[Barrett M98B]]-style magwell.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 2.jpg|thumb|none|600px|Aiming the Timberwolf.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M100 Intervention==&lt;br /&gt;
A cut-down version of the [[Cheyenne Tactical M100 Intervention]] rifle is found ingame as the &amp;quot;Oteo Howitzer&amp;quot;.&lt;br /&gt;
[[file:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 caliber]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
The [[M24 Sniper Weapon System]] appears in the game as the &amp;quot;Police Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M24.jpg|thumb|none|450px|M24 Sniper Weapon System - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle Visually Modified==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] appears in the game as the &amp;quot;CLEO Blaste Rifle&amp;quot; and &amp;quot;CLEO Heavy Sniper&amp;quot;.&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q The Fix==&lt;br /&gt;
The [[Q The Fix|Fix]] and [[Q The Fix|Mini Fix]], a bolt action rifle made by Q, can be found in the game as the &amp;quot;D-BAR&amp;quot; and &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q THE FIX 16 6.5 CREEDMOOR TAN ACCENTS.jpg|thumb|none|450px|Q THE FIX - 6.5 Creedmoor]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 1.jpg|thumb|none|600px|The full length &amp;quot;D-BAR&amp;quot; rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 2.jpg|thumb|none|600px|Aiming the scopeless long Fix rifle.]]&lt;br /&gt;
&lt;br /&gt;
===Q Mini Fix===&lt;br /&gt;
The [[Q The Fix|Mini Fix]] appears in the game as the &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q MINI FIX 300 BLK PISTOL 1.jpg|thumb|none|450px|Q MINI FIX - 300 BLK]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 1.jpg|thumb|none|600px|The shorter &amp;quot;D-Bartini&amp;quot; variant, which uses extended magazines.]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 2.jpg|thumb|none|600px|The shorter Fix in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger M77 Gunsite scout==&lt;br /&gt;
The [[Ruger M77 Gunsite]] appears in the game as the &amp;quot;Bolt Scout&amp;quot; and &amp;quot;Hunter`s Bolt Scout&amp;quot;. Despite being chambered in 7.62x51mm NATO, and visible being modeled with a properly sized magazine, it uses 5.56 ammo in game.&lt;br /&gt;
[[file:Ruger Gunsite.jpg|thumb|none|450px|Ruger M77 Gunsite scout rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50A==&lt;br /&gt;
The [[BFG-50A|Serbu BFG-50A]] appears in the game as the &amp;quot;B50FG&amp;quot;. It notably has its own category of weapon, being classed as the only &amp;quot;Cannon&amp;quot; type firearm in the entire game. Its incredible damage is offset by its high weight and loud report, drawing tons of zombies when it is fired. It is also notable for being able to switch from semi-automatic to full auto though this is of limited utility given its 5 round magazine. It has &amp;quot;Jackhammer&amp;quot; emblazoned on both sides of the stock.&lt;br /&gt;
[[file:Bfg50A.jpg|thumb|none|450px|Serbu BFG-50A - .50 BMG]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903_Springfield#M1903A4_Springfield|Springfield M1903A4]] appears in the game as the &amp;quot;M1903A4 Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M1903A4Weaver.jpeg|thumb|none|450px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in the game as the &amp;quot;Model 70 Classic&amp;quot; , &amp;quot;Hunter's Model 70&amp;quot; , &amp;quot;Heirloom Model 70&amp;quot; and &amp;quot;Trumbull Gatekeeper&amp;quot;.&lt;br /&gt;
[[file:Win70-2.jpg|thumb|none|450px|Modern update of the classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt R80 Monitor==&lt;br /&gt;
The [[Colt Monitor|Colt R80 Monitor]] appears as a further variant, under the &amp;quot;FBI Fighting Rifle,&amp;quot; a reference to its use by the Bureau against organized criminals in the Prohibition era. &lt;br /&gt;
[[file:Coltmonitor.jpg‎|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Monitor 1.jpg|thumb|none|600px|The Colt Monitor on the survivor's pack. It uses an extended thirty-round magazine, and has a metal-colored stock, the opposite of the above variants and of what it should actually have.]]&lt;br /&gt;
[[file:StateOfDecay2 ColtMonitor 2.jpg|thumb|none|600px|The survivor readies his Monitor in case some reanimated mobsters need icing; the animations actually work with this variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] can be used with two variants, the &amp;quot;M1918 BAR&amp;quot; and &amp;quot;Barrow Style BAR&amp;quot; - the latter resembles the cut-down BAR used by Clyde Barrow.&lt;br /&gt;
[[file:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 1.jpg|thumb|none|600px|The stock still appears to be wood, similar to the actual M1918 WWI era variant.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 2.jpg|thumb|none|600px|Taking aim with the BAR. It incorrectly uses pistol grip animations despite not having one.]]&lt;br /&gt;
[[File:Moscat.jpg|450px|thumb|none|Clyde Barrow's cut down BAR - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 1.jpg|thumb|none|600px|The cut-down M1918A2 in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 2.jpg|thumb|none|600px|Wielding the Barrow-style BAR, again with an invisible pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==M203 grenade launcher==&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game as the &amp;quot;M203 Standalone&amp;quot; , &amp;quot;Echo-S5 Gas Launcher&amp;quot; and &amp;quot;Heartland Launcher&amp;quot;.&lt;br /&gt;
[[file:RM Equipment M203PI standalone.jpg|thumb|none|450px|RM Equipment M203PI in &amp;quot;Tactical Mounting System&amp;quot; standalone stock with an M203 vertical grip - 40×46mm]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[Milkor_MGL#MGL_Mk_1L|Milkor MGL Mk 1L]] appears in the game as the &amp;quot;M32 MGL&amp;quot; and &amp;quot;MGL-N Firewhirl&amp;quot;.&lt;br /&gt;
[[file:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[file:StateOfDecay2 M32 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M32 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Sage BML-37==&lt;br /&gt;
The [[Sage BML-37]] appears in the game as the &amp;quot;BML-40&amp;quot;.&lt;br /&gt;
[[file:Sage BML-37.jpg|thumb|none|450px|Sage BML-37 - 37mm Sage Rifled]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Post_Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1525744</id>
		<title>State of Decay 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=State_of_Decay_2&amp;diff=1525744"/>
		<updated>2022-10-14T19:08:28Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Benelli M4 Super 90 */  Added info that shows its a hybrid design.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''State of Decay''&lt;br /&gt;
|picture = State of Decay 2 box art 1.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[State of Decay (disambiguation)|''State of Decay'']]&lt;br /&gt;
|date= May 22, 2018&lt;br /&gt;
|developer= Undead Labs&lt;br /&gt;
|platforms= Microsoft Windows&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher= Xbox Game Studios&lt;br /&gt;
|genre=Action-adventure&amp;lt;br&amp;gt;Survival horror&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''State of Decay 2''''' is the 2018 third-person sequel to [[State of Decay]], the open world zombie apocalypse video game developed by Undead Labs and published by Microsoft Studios. It blends various genres including action, stealth, role-playing, co-op, strategy and survival horror in its depiction of a community attempting to rebuild during a zombie apocalypse, taking place in five different maps in unknown rural areas of the U.S. Players control characters as they scavenge supplies, sneak and fight to survive and protect their group of fellow survivors. In a sense, the player plays as the entire community, rather than one character, and can switch between individual characters to control.&lt;br /&gt;
&lt;br /&gt;
The game's combat has an equal focus on melee weapons and firearms, and it features an incredible host of guns divided into several categories across eleven calibers. The categories are &amp;quot;pistol&amp;quot;, &amp;quot;assault pistol&amp;quot;, &amp;quot;revolver&amp;quot;, &amp;quot;rifle&amp;quot;, &amp;quot;assault&amp;quot; (any select-fire weapon that would otherwise be in the rifle category, this includes submachine guns, assault rifles, and battle rifles), &amp;quot;shotgun&amp;quot;, &amp;quot;assault shotgun&amp;quot; (any self-loading shotgun), anti-materiel rifles, and various miscellaneous weapons such as crossbow. Typically least 5 new guns are added monthly in the shape of new &amp;quot;bounty broker rewards&amp;quot;. Due to the sheer variety of different guns available, calibers are simplified somewhat for gameplay purposes. Some guns are described as being rechambered in more common calibers, and 'similar' calibers are grouped together for simplicity's sake (e.g. 7.62x39, 7.62x51, and .30-06 guns all use &amp;quot;7.62&amp;quot; ammo). &lt;br /&gt;
&lt;br /&gt;
With exceptions for bolt action rifles and pump action shotguns, all weapons in each category share a single reload animation for that category. This means that to load weapons like an [[MP5]] or an [[M4]], the player goes through the exact same animations that they would for loading an [[AK-47]], which means yanking an imaginary charging handle on the right side of the weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons and ammunition can be found by looting various buildings in the valley, like houses, gun shops, police stations and military camps. While individual items of loot are largely randomized, which means that what guns you find varies widely from one playthrough to the next, different categories still have higher chances of showing up in certain places. I.E. a barn/house with a deer skull/cabin in the woods is far more likely to have a bolt action rifle then a grocery store or gas station, and a prepper shed, police station or gun store would be more likely to have an AR-15.&lt;br /&gt;
&lt;br /&gt;
Weapon accuracy, rate of fire and recoil are affected by the player character's skill level, as is the speed of reloading and clearing jams. The game's guns feature durability, jamming (when at low condition), +1 reloading where appropriate, varying levels of noise depending on design and caliber, and many of them can be fitted with suppressors to muffle their report. Sights and magazines are locked to the guns themselves, and cannot be swapped around like suppressors. When in a safe area like a base, reloading  an empty weapon capable of +1 reloading automatically chambers an extra round from your ammo supply as well as giving you a full magazine.&lt;br /&gt;
&lt;br /&gt;
For balance reasons, the suppressors speed up damage the weapons take, rather than getting damaged themselves, with a sliding scale of how much damage they do following the grade of suppressor. An improvised suppressor, made from a fuel filter, will suppress slightly less, and violently speed up the rate the gun loses durability, then an advanced suppressor, modelled after an Osprey 9, which will suppress very well, and barely speed up the rate the weapon takes damage. Any damage to a weapon can be repaired with &amp;quot;spare parts&amp;quot;, a crafting material that you can find, or acquire by breaking down weapons, but certain more complex weapons will require far more.&lt;br /&gt;
&lt;br /&gt;
Other than the Juggernaut zombies, any bullet will kill any zombie with a single brain shot. This allows &amp;quot;weaker&amp;quot; weapons to stay viable over short ranges, also allowing the player to spread out their ammo choices, rather then using up all their 5.56, then having to use a useless caliber.&lt;br /&gt;
&lt;br /&gt;
The weapon mechanics, while somewhat arcade-y, do force realism upon the players choices. Such as taking a PPK over an AR-15, you know that the AR is far more accurate, has a larger magazine, and hits harder, but the PPK is a fifth of the weight, the ammo is much lighter, and the .22 LR will still kill a zombie with a single headshot.&lt;br /&gt;
&lt;br /&gt;
Due to the emphasis on stealth, sound is a huge factor in gameplay. Any sound, from a broken window to a gunshot, can attract any zombies within earshot. Accordingly, louder guns are more hazardous to use due to the amount of attention they bring, and suppressors are a big asset, though it's a trade off with the damage they do to weapons. Each weapon has a stat called &amp;quot;quietness&amp;quot; that determines the range at which zombies can hear shots and how effective suppressors are.&lt;br /&gt;
&lt;br /&gt;
Every few months, the game introduces a set of new weapons, unlockable via an NPC known as Cash Beaumont, A.K.A. the Bounty Broker, a post-apocalypse philanthropist who will award you rare items in return for doing generic things. The rarer/better the item, the more extensive the challenge will be. All the challenges are somewhat tied into the item, for example, killing 80 zombies with automatic weapons grants you a specific [[BAR]] variant. These items CAN be found in ambient loot, but are far rarer than guns in the base game. Because the majority of in game weapons are real world civilian weapons that would be practical for American citizens in rural areas, the Bounty Broker weapons serve as an excuse for the devs to introduce less practical firearms, such as a fully automatic [[AKS-74U]] that has no business appearing in regular loot.&lt;br /&gt;
&lt;br /&gt;
Up until September of 2021, the player could only carry one ranged weapon, regardless of side, but can now carry a pistol or certain shotguns on the thigh as a sidearm, and any other ranged weapon on their back.&lt;br /&gt;
&lt;br /&gt;
There are several variants of the same weapon in the game. They differ in the size of the magazine, sight or caliber.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Example &amp;quot;1911&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;1911&amp;quot; - The basic model of the weapon. 7-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Dillinger Pattern 1911&amp;quot; - Same model. It has a magazine for 20 rounds and an automatic shot mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Example &amp;quot;Ruger Mk III&amp;quot;.:&amp;lt;br&amp;gt;'''&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. The basic model of the weapon. 10-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Competition Mk3&amp;quot;. The gun has a quick-change magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Sighted Mk3&amp;quot;. Pistol with RDS sight.&amp;lt;br&amp;gt;&lt;br /&gt;
-&amp;quot;Target Mk3&amp;quot;. 20-round magazine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The article shows the basic models of weapons.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer Longslide==&lt;br /&gt;
The [[AMT Hardballer|AMT Hardballer Longslide]] appears in the game as the &amp;quot;1911 Long Slide&amp;quot;.&lt;br /&gt;
[[file:ED 45.jpg|thumb|none|350px|AMT Hardballer Longslide with laserlock sight as used in the film [[Terminator, The (1984)]] - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 1911 Long Slide 3.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
The [[Beretta M9]] appears in the game as the &amp;quot;M9&amp;quot;.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm. US military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Beretta M9 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] comes in two variants: &amp;quot;Surplus M1911&amp;quot; and &amp;quot;WWII Commander`s 1911&amp;quot;.&lt;br /&gt;
[[file:M1911Colt.jpg‎|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1911A1 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 P-07 Duty==&lt;br /&gt;
The [[CZ_75#CZ_75_P-07_Duty|CZ 75 P-07 Duty]] appears in the game as the &amp;quot;P-07&amp;quot;, &amp;quot;P-07 Pro&amp;quot; and &amp;quot;Sighted P-07&amp;quot;.&lt;br /&gt;
[[file:CzP07Duty.jpg|thumb|none|350px|CZ 75 P-07 Duty - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CZ 75 P-07 Duty 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] comes in two versions. With and without a compensator. The versions without the compensator are &amp;quot;Vulture .44&amp;quot;, &amp;quot;Vulture .44-Ex&amp;quot; and &amp;quot;King Vulture .44&amp;quot;. The compensator versions are &amp;quot;Brock's Golden Vulture .44&amp;quot;, &amp;quot;Police Auction Golden Vulture&amp;quot; and &amp;quot;RTX Rampart&amp;quot;.&lt;br /&gt;
[[File:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX (Current Production) - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
[[file:BCFDE.jpg|thumb|none|350px|Desert Eagle Mk XIX in brushed chrome finish and with a muzzle brake - .50 AE]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Desert Eagle Kompensator 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45 Tactical==&lt;br /&gt;
The [[FN_FNP#FNP-45|FN FNP-45 Tactical]] appears in the game as the &amp;quot;F45 Tactical&amp;quot;.&lt;br /&gt;
[[File:FNP45Tac.jpg|thumb|none|350px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 FN FNX Tactical 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game as the &amp;quot;G17&amp;quot;, &amp;quot;Precision G17&amp;quot;, &amp;quot;G18 Auto&amp;quot; and &amp;quot;G18 Auto Custom&amp;quot;. It is identifiable as a 5th generation model by the ambidextrous slide stop and the lack of finger grooves. It has a high capacity and fire rate, as well as common and low-weight ammunition. It breaks after ~154 shots.&lt;br /&gt;
[[File:Glock17Gen5.jpg|thumb|none|350px|Glock 17 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 1.jpg|thumb|none|600px|The pistol in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 17 2.jpg|thumb|none|600px|The Glock being aimed.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19X==&lt;br /&gt;
The [[Glock 19X]] appears in the game, incorrectly referred to as the &amp;quot;G45&amp;quot; and &amp;quot;G45 Burst&amp;quot;.&lt;br /&gt;
[[File:Glock 19X.jpg|thumb|none|350px|Glock 19X - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 19X 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
The [[Glock 26]] appears in the game as the &amp;quot;G26&amp;quot; and &amp;quot;G26 FDE&amp;quot;. The frame is depicted with an accessory rail, which unmodified Glock 26s do not have in reality.&lt;br /&gt;
[[File:Glock26 Gen5.jpg|thumb|none|350px|Glock 26 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 26 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2Glock 26 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 34==&lt;br /&gt;
The [[Glock 34]] Gen 5 appears in the game as the &amp;quot;G34&amp;quot; and &amp;quot;G34 FDE&amp;quot;. Of note is that the 5th generation version of the Glock 34 is only manufactured with a MOS (Modular Optic System) configuration in reality, whereas the in-game weapon doesn't appears to be MOS-configured. It serves a slightly heavier but slighter more accurate version of the [[Glock 17]]. Other than that, it is identical in every way.&lt;br /&gt;
[[File:Glock34 Gen5 MOS.jpg|thumb|none|350px|Glock 34 MOS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Glock 34 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Compact Protector==&lt;br /&gt;
A two-tone [[Wilson Combat &amp;quot;Protector&amp;quot;]] appears under the name &amp;quot;1911&amp;quot;, taking .45 ACP as it should. It's a usable weapon, but its loud report, high weight, heavy and rarer ammo, low capacity, high recoil, and slow fire rate ensure it plays second fiddle to the majority of the game's 9mm handguns in every factor other than durability, breaking after ~154 shots. An alternate version named the Hobbyist's 1911 comes with a 10 round extended magazine and a reflex sight appears. 1911's hammers are incorrectly modeled to be down, except when the slide is back.&lt;br /&gt;
[[Image:WilsonProtector.jpg|thumb|none|350px|Wilson Combat &amp;quot;Protector&amp;quot; - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kimber Custom TLE II 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears in the game as the &amp;quot;Target Mk3&amp;quot;, &amp;quot;Competition Mk3&amp;quot;, &amp;quot;Extended Mk3&amp;quot; and &amp;quot;Sighted Mk3&amp;quot;.&lt;br /&gt;
[[file:Ruger MkIII Target.jpg‎|thumb|none|350px|Ruger Mk III Target - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Mk III 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Legion==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Legion]] appears in the game as the &amp;quot;P220-9&amp;quot;, &amp;quot;P220-9 Elite&amp;quot;, &amp;quot;P220-45&amp;quot;, &amp;quot;P220-45 Elite&amp;quot;, &amp;quot;P226&amp;quot;, &amp;quot;P226 Elite&amp;quot; and &amp;quot;M17&amp;quot;. Its depiction as the military issue M17 is incorrect; the M17 is actually based on the newer P320 series of pistols.&lt;br /&gt;
[[file:P226 legion.jpg|thumb|none|350px|SIG-Sauer P226 Legion - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer P226 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] appears in the game as the &amp;quot;Echo-S6 Pistol&amp;quot; and &amp;quot;Restored Echo-S6 Pistol&amp;quot;. However the ingame version is chambered for .45 ACP, making it technically a Maxim 45. The real world Maxim does not offer other chamberings except 9mm.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|350px|none|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SilencerCo Maxim 9 1.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther PPK]] appears in the game as the &amp;quot;PPK&amp;quot;, &amp;quot;Micro Dot PPK&amp;quot; and &amp;quot;Sleeper Cell PPK&amp;quot;. It is chambered in .22LR, a characteristic of some PP and PPK/S commercial models, but not done with actual PPK pistols.&lt;br /&gt;
[[file:Waltherppk32acp.jpg‎|thumb|none|350px|Walther PPK - .32 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 1.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPK 2.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ M2==&lt;br /&gt;
The [[Walther PPQ M2]] appears in the game as the &amp;quot;PPQ 45&amp;quot; and &amp;quot;PPQ 9&amp;quot;. &lt;br /&gt;
[[File:Walther PPQ-M2 9mm.jpg|thumb|none|350px|Walther PPQ M2, note the button magazine release - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 1.jpg|thumb|none|600px|A holstered PPQ, which gives a good view of the M2's magazine release button.]]&lt;br /&gt;
[[file:StateOfDecay2 Walther PPQ 2.jpg|thumb|none|600px|Aiming the modern Walther.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CLEO Pistol&amp;quot;==&lt;br /&gt;
The pistol appears in the game as the &amp;quot;CLEO Pistol&amp;quot; and &amp;quot;CLEO Machine Pistol&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 2.jpg|thumb|none|600px|Pistol in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 5.jpg|thumb|none|600px|Pistol in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Chiappa Rhino 50DS==&lt;br /&gt;
The [[Chiappa Rhino 50DS]] appears in the game as the &amp;quot;Safari Razorback .44&amp;quot;.&lt;br /&gt;
[[File:Chiappa Rhino 5&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 50DS (5&amp;quot; barrel version)  - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Chiappa Rhino 50DS 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1917 Revolver==&lt;br /&gt;
The [[Colt M1917 Revolver]] appears in the game as the &amp;quot;M1917 Revolver&amp;quot;.&lt;br /&gt;
[[file:ColtModel1917ArmyEx.jpg|thumb|none|350px|Colt M1917 Revolver - .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt M1917 Revolver 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Colt M1917 Revolver Visually Modified===&lt;br /&gt;
The revolver appears in the game as the &amp;quot;OSS Silent Night&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in the game as the &amp;quot;Viper&amp;quot;, &amp;quot;Hunter's Viper&amp;quot; and &amp;quot;Old Lawman's Viper&amp;quot;.&lt;br /&gt;
[[File:Colt-Python.jpg|thumb|none|350px|Colt Python - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Python 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1875==&lt;br /&gt;
The [[Remington 1875]] appears in the game as the &amp;quot;Model 1875 Fuorilegge&amp;quot; and &amp;quot;Model 1875 Sceriffo&amp;quot;.&lt;br /&gt;
[[file:Remington 1875.jpg|thumb|none|350px|Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:Ub75Army.jpg|thumb|none|350px|Ubertl replica of a Remington 1875 - .45 Long Colt]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 3.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 1875 4.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]] appears in the game as the &amp;quot;Blackhawk .45 Revolver&amp;quot; and &amp;quot;Rinnegato .45 Revolver&amp;quot;.&lt;br /&gt;
[[file:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger Blackhawk 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger SP101==&lt;br /&gt;
The [[Ruger SP101]] appears in the game as the &amp;quot;SP101 Tassie Devil&amp;quot; and &amp;quot;SP101 Devilette .22&amp;quot;.&lt;br /&gt;
[[file:Sp101 2inch 350.jpg|thumb|none|350px|Ruger SP101 - .357 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger SP101 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] appears in the game as the &amp;quot;Model 29&amp;quot; and &amp;quot;Hunter's Model 29&amp;quot;.&lt;br /&gt;
[[File:Smith&amp;amp;WessonModel29.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 29 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 460 / 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 460]] or [[Smith &amp;amp; Wesson Model 500]]  appears in the game as the &amp;quot;Echo-S1 Revolver&amp;quot; , &amp;quot;Restored Echo-S1 Revolver&amp;quot;. However unlike those revolvers which are chambered in magnum calibers, the Echo-S3 is instead chambered for .22LR rounds, making it useful for stealthy situations but less practical if large targets like Juggernauts are encountered.&lt;br /&gt;
[[file:460v.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 460 - .460 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:Smith&amp;amp;Wesson500-4inch.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 3.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 986==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 986]] appears in the game as the &amp;quot;9mm Pro 986 Revolver&amp;quot; and &amp;quot;Backup Bossy&amp;quot;.&lt;br /&gt;
[[file:Smith &amp;amp; Wesson Model 986.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 986 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 1.jpg|thumb|none|600px|Revolver in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Smith &amp;amp; Wesson Model 986 Snub 2.jpg|thumb|none|600px|Revolver in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90/Pump-Action Hybrid==&lt;br /&gt;
A hybrid [[Benelli M4|Benelli M4 Super 90]] and pump-action shotgun appears in the game as the &amp;quot;Echo-S3 Shotgun&amp;quot; and &amp;quot;Restored Echo-S3 Shotgun&amp;quot;. It sports an integrally suppressed barrel, custom fore-end and pistol grip and tritium night sights. It appears to be a custom made hybrid shotgun; it sports the receiver and stock of a Benelli M4 Super 90, but appears to be converted to function in pump-action only and with a custom magazine tube and endcap; Benelli M4s are semi-automatic only and sport a 5+1 or 7+1 magazine tube, while the ingame weapon has a 6+1 capacity.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 1.jpg|thumb|none|600px|Shotgun in game. It's hybrid nature is visible here; the receiver and stock are that of a Benelli M4 but everything forward of that is a unique design not based on any existing shotgun.]]&lt;br /&gt;
[[file:StateOfDecay2 Benelli M4 Super 90 2.jpg|thumb|none|600px|Shotgun in hands. Despite being a pump-action shotgun, it sports a charging handle on the bolt, a feature of semi-automatic shotguns.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] appears in the game as the &amp;quot;AA-12&amp;quot;.&lt;br /&gt;
[[file:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AA-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A short barrel and tube [[Franchi SPAS-12]] appears in the game as the &amp;quot;SPAS-12&amp;quot;.&lt;br /&gt;
[[file:Franchi12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Franchi SPAS-12 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk Type 97-2==&lt;br /&gt;
The [[Hawk shotgun series#Hawk Type 97-2|Hawk Type 97-2]] appears in the game as the &amp;quot;Kodiak&amp;quot;, &amp;quot;Kodiak XL&amp;quot; and &amp;quot;RTX Wolverine&amp;quot;. It is depicted as using [[Saiga 12|Saiga]] magazines. It appears to be based on both (shortened) pump-action and the rare semi-auto variants, with the general shape of the first, but with the semi-auto system of the second.&lt;br /&gt;
[[File:Hawk 97-2 short.jpg|thumb|none|400px|Hawk Type 97-2 short - 12 gauge]]&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|400px|Hawk Semi-Auto Shotgun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears in the game as the &amp;quot;KSG&amp;quot; and &amp;quot;Faithful KSG&amp;quot;. Like almost all depictions of it, it is shown mechanically as one long tube, with the animation to switch between tubes absent.&lt;br /&gt;
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec KSG 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG Visually Modified===&lt;br /&gt;
The visually modified [[Kel-Tec KSG]] appears in the game as the &amp;quot;CLEO Shotgun&amp;quot; and &amp;quot;CLEO Assault Shotgun&amp;quot;.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO Shotgun New 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590]] appears in the game as the &amp;quot;Police M590A1&amp;quot; and &amp;quot;M590 Sea and Sky&amp;quot;. The Sea and Sky variant is shown heavily customized with Magpul furniture, sporting a gray SGA stock and fore-end.&lt;br /&gt;
[[file:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 1.jpg|thumb|none|600px|Shotgun in game. It has a magazine tube restrictor on the end, limiting its capacity to 7+1 shells. M590A1s generally have an 8 round tube plus 1 in the chamber for 9 total rounds. ]]&lt;br /&gt;
[[file:StateOfDecay2 Police M590A1 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
The M590 Sea and Sky Shotgun can only be obtained through modding the game or by finding it in containers in Trumbull Valley in the Homecoming DLC.&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 1.jpg|thumb|none|600px|Shotgun in game. Despite sporting a full length magazine tube, it only holds 6+1 shells.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 Sea and Sky 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590 sawed-off===&lt;br /&gt;
The [[Mossberg 590|Mossberg 590 sawed-off]] appears in the game as the &amp;quot;M590 FDGB&amp;quot;.&lt;br /&gt;
[[file:M590shock.jpg|thumb|none|450px|Mossberg 590 Shockwave - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M590 FDGB 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 930 SPX Tactical==&lt;br /&gt;
The [[Mossberg 930|Mossberg 930 SPX Tactical]] appears in the game as the &amp;quot;930 SPX&amp;quot;.&lt;br /&gt;
[[file:Mossberg 930 SPX Tactical.jpg|thumb|none|450px|Mossberg 930 SPX Tactical - 12 gauge.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mossberg 930 SPX Tactical 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Custom===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Cold Turkey&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 930 Visually Modified===&lt;br /&gt;
The shotgun appears in the game as the &amp;quot;Sea Dog Blunderbuss&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
The [[Remington Model 870]] appears in the game as the &amp;quot;Model 870&amp;quot; and &amp;quot;Vintage Model 870&amp;quot;.&lt;br /&gt;
[[file:Rem870WingAP.jpg|thumb|none|450px|Remington 870 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 Entry Gun===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 Entry Gun]] with a shortened barrel appears in the game as the &amp;quot;C1-A Ursus&amp;quot; and &amp;quot;CM1-A Breacher&amp;quot;. It's description states that it is a Canadian model which was imported into the US (which is interesting as 870s are manufactured in the United States) while its designation implies it is a Canadian military weapon as service weapons are appended with &amp;quot;C&amp;quot; designations similar to US &amp;quot;M&amp;quot; weapons.&lt;br /&gt;
[[file:Rem870entry.jpg|thumb|none|450px|Remington Model 870 Entry Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington 870 Entry Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 870 sawed-off===&lt;br /&gt;
The [[Remington Model 870|Remington Model 870 sawed-off]] appears in the game as the &amp;quot;870 Sawed-Off&amp;quot; and &amp;quot;Reliable 870 Sawed-Off&amp;quot;.&lt;br /&gt;
[[file:SawnoffShotgun2.jpg|thumb|none|450px|Remington 870 with sawed off barrel and stock - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Remington Model 870 Sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] appears in the game as the &amp;quot;R12&amp;quot;, &amp;quot;Trusty R12&amp;quot;, &amp;quot;DEVGRU X12 Infiltrator&amp;quot; and &amp;quot;R12 Import&amp;quot;.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Saiga-12K 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Short-barreled Saiga 12===&lt;br /&gt;
A Saiga 12 with a very short barrel and no stock appears in the game as the &amp;quot;RTX Cyclone&amp;quot; and &amp;quot;RTX Cyclone Tactical&amp;quot;. The magazines are loaded at a wrong angle.&lt;br /&gt;
[[File:Saiga 12K Drum.jpg|thumb|none|450px|Custom Saiga 12K with short barrel - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in the game as the &amp;quot;Model 1887 Shotgun&amp;quot;.&lt;br /&gt;
[[file:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1887 sawed-off===&lt;br /&gt;
The [[Winchester Model 1887|Winchester Model 1887 sawed-off]] appears in the game as the &amp;quot;Sawed-Off Model 1887&amp;quot;.&lt;br /&gt;
[[file:Norinco Winchester 1887.jpg|thumb|none|450px|Winchester Model 1887 sawed-off (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1887 sawed off 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897 Trench Gun]] appears in the game as the &amp;quot;M97 Trench Gun&amp;quot;.&lt;br /&gt;
[[file:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 1.jpg|thumb|none|600px|Shotgun in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1897 Trench Gun 2.jpg|thumb|none|600px|Shotgun in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==CMMG MkGs Banshee 300==&lt;br /&gt;
The [[CMMG MkGs|CMMG MkGs Banshee 300]] appears in the game as the &amp;quot;Samurai SMG&amp;quot;. It incorrectly models the magazine as being perpendicular to the receiver, when in reality, it is slanted towards the trigger. This angle would make feeding from Glock pattern magazines impossible.&lt;br /&gt;
[[File:CMMG Banshee MkGs FDE finish.jpg|thumb|none|400px|CMMG MkGs Banshee 300 with FDE finish - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CMMG MkGs Banshee 300 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears in the game as the &amp;quot;EVO 3&amp;quot;.&lt;br /&gt;
[[file:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 1.jpg|thumb|none|600px|SMG in game. It does not appear to have any sights, which would make aiming difficult.]]&lt;br /&gt;
[[file:StateOfDecay2 EVO3 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;MP5A2&amp;quot; , &amp;quot;MP5A2 Spec Ops&amp;quot; , &amp;quot;JL94 Civilian&amp;quot; and &amp;quot;JL94 Custom&amp;quot;. The in-game models are strangely equipped with early type &amp;quot;slimline&amp;quot; handguard, while the UI icons all showing a profile with polymer &amp;quot;tropical&amp;quot; handguard.&lt;br /&gt;
[[file:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5A2 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2 Visually Modified===&lt;br /&gt;
The visually modified [[Heckler &amp;amp; Koch MP5A2]] appears in the game as the &amp;quot;CLEO SMG&amp;quot;.&lt;br /&gt;
[[File:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 CLEOMP5 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 CLEO MP5 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] appears in the game as the &amp;quot;SP5K Civilian&amp;quot; , &amp;quot;SP5K Custom&amp;quot; , &amp;quot;MP5K Navy&amp;quot; and &amp;quot;MP5K Spec Ops&amp;quot;.&lt;br /&gt;
[[file:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Heckler &amp;amp; Koch MP5K 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD6]] appears in the game as the &amp;quot;MP5SD&amp;quot; and &amp;quot;Echo-S4 SMG&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP5SD 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S4 SMG 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_UMP|Heckler &amp;amp; Koch UMP45]] appears in the game as the &amp;quot;UMP SMG&amp;quot;. It was initially introduced with a 20-round magazine capacity, but a later patch based on community feedback upped the capacity to its correct 25 rounds.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 UMP 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi]] appears in the game as the &amp;quot;Civilian Uzi 22 Pistol&amp;quot; and &amp;quot;Raider's Uzi 22&amp;quot;.&lt;br /&gt;
[[file:MiniUzi 01.jpg|thumb|none|350px|IMI Mini Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|IMI Uzi]] appears in the game as the &amp;quot;Uzi 9mm&amp;quot;. It was added in the &amp;quot;Fearsome Footage&amp;quot; pack which included a number of movie based weapons, such as Negan's barbed wire-wrapped baseball bat from [[The Walking Dead]]. The pack also included [[Terminator]]'s [[AMT Hardballer|&amp;quot;Longslide with the laser sight&amp;quot;]] and [[SPAS-12|&amp;quot;Italian Autoloader&amp;quot;]]. The name is a reference to what the T-800 calls it.&lt;br /&gt;
&lt;br /&gt;
[[file:Uzi.jpg|thumb|none|350px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Uzi 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:EGEBR9FU4AEEPwA (1).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] appears in the game as the &amp;quot;Civilian Vector Ultracompact&amp;quot; , &amp;quot;RTX Piranha&amp;quot; , &amp;quot;Spec Ops Vector SMG&amp;quot; , &amp;quot;Vector SMG&amp;quot; and &amp;quot;Civilian Vector Carbine&amp;quot;.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector EOTech red dot sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:ResidentEvilTDIVector 01.jpg|thumb|none|350px|KRISS USA Gen I Vector with stock removed - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 KRISS USA Vector Pistol 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] appears in the game as the &amp;quot;M3 Grease Gun&amp;quot; and &amp;quot;Graveyard Shift&amp;quot;. &lt;br /&gt;
[[File:M3fieldmod.jpg|thumb|none|350px|M3 Grease Gun with &amp;quot;field modified&amp;quot; charging handle - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 1.jpg|thumb|none|600px|The Grease Gun holstered on the survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 2.jpg|thumb|none|600px|Wielding the M3 reveals it has an added charging handle and cut in the receiver; this was a modification done to M3s due to their fragile stock charging handles.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|350px|M3A1 Grease Gun with suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 3.jpg|thumb|none|600px|A view of the suppressed M3.]]&lt;br /&gt;
[[file:StateOfDecay2 M3A1 Grease Gun 4.jpg|thumb|none|600px|Pointing the quiet Grease Gun.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears in the game as the &amp;quot;MAC-10&amp;quot; and &amp;quot;MAC-V&amp;quot;. &lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
[[file:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MAC-10 SD 3.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] appears in the game as the &amp;quot;MP40 Submachine Gun&amp;quot;.&lt;br /&gt;
[[file:MP40Side.jpg|thumb|none|350px|MP40 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MP40 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Soviet PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 PPSh-41 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41 Visually Modified===&lt;br /&gt;
The [[PPSh-41]] appears in the game as the &amp;quot;Danger Dog PPSh-41&amp;quot;.&lt;br /&gt;
[[file:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 6.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Danger Dog PPSh-41 7.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in the game as the &amp;quot;MPX Submachine Gun&amp;quot;. It is mainly based on the Gen 1 version (with an early stock), as evidenced by the SIGMod handguard and the standard MIL-STD-1913 Picatinny rail, though it is depicted with an MPX Gen 2's ejection port. It is notably chambered in .357 SIG instead of 9mm; while a .357 SIG chambering was planned, it is not currently offered on production MPXs and the gun is to date only available in 9mm.&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|400px|SIG-Sauer MPX (Gen 1) with early stock - 9x19mm]]&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|400px|SIG-Sauer MPX SBR (Gen 2) - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 SIG-Sauer MPX 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2SIG-Sauer MPX 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX PCC==&lt;br /&gt;
[[File:MPX PCC.jpg|thumb|none|450px|SIG-Sauer MPX PCC - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1A1==&lt;br /&gt;
The [[M1A1 Thompson]] appears in the game as the &amp;quot;M1A1 Thompson&amp;quot; , &amp;quot;Gangland Strad&amp;quot; and &amp;quot;Ceremonial M1A1 Thompson&amp;quot;.&lt;br /&gt;
[[file:M1sb.jpg|thumb|none|350px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 1.jpg|thumb|none|600px|SMG in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Thompson M1A1 2.jpg|thumb|none|600px|SMG in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game as the &amp;quot;Classic AK-47&amp;quot;.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 1.jpg|thumb|none|600px|The AK-47 in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AK-47 Clasic 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A hybrid of the [[AK-47]] and the [[AKM]]. It has the stamped receiver of an AKM, combined with the gas tube, gas block and front sight of an AK-47. It is fitted with a Magpul MOE AK stock and a Tapco railed handguard. Appears in the game as the &amp;quot;AK-47&amp;quot; , &amp;quot;Custom AK-47&amp;quot; , &amp;quot;Prepper's AK-47&amp;quot; , &amp;quot;Raider's AK-47&amp;quot; , &amp;quot;Sighted AK-47&amp;quot; , &amp;quot;Durability Test Gun&amp;quot; and &amp;quot;Eternal Guard's Infinite Rage&amp;quot;. The &amp;quot;Eternal Guard's Infinite Rage&amp;quot; variant sports a whopping 150-round helical magazine based on the North Korean Type 88's unique helical magazine rumored to hold between 100 and 150 rounds. However said rifle is chambered in 5.45x39mm; fitting 150 rounds of 7.62x39 in a similar magazine would be much more difficult if not outright impossible.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE Furniture - 7.62x39mm]]&lt;br /&gt;
[[file:Ak47mw.2.jpg|thumb|none|450px|'''Photoshopped''' AKM with Tapco Intrafuse and T6 furniture sets, and an M4 buttstock and Stock Adapter - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 1.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKM 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] appears in the game as the &amp;quot;AKS-74U Valentine&amp;quot;. For gameplay purposes it is chambered in 5.56 instead of the real AKS-74Us 5.45x39mm.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 3.jpg|thumb|none|600px|The rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 AKS-74U 2.jpg|thumb|none|600px|The rifle being held.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;M4A1&amp;quot; , &amp;quot;M4X1 DMR Heavy&amp;quot; , &amp;quot;M4X2 Lite SSW&amp;quot; , &amp;quot;Operator's M4A1&amp;quot; , &amp;quot;Sighted M4A1&amp;quot; , &amp;quot;Raider's AR-15&amp;quot; and &amp;quot;AR-15&amp;quot;.&lt;br /&gt;
[[file:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 6.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M4A1 7.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Visually Modified===&lt;br /&gt;
The [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;Masterwork Assault Rifle&amp;quot; and &amp;quot;Network DIY Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Masterwork Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===AR-15 Custom===&lt;br /&gt;
A custom variant of the [[M4/M4A1 Carbine|Colt M4A1 Carbine]] appears in the game as the &amp;quot;GSG-W&amp;quot;. It is based on high-end competion grade AR-15 type rifles popular in the United States; as such it sports an M-LOK handguard, desert tan ergonomic pistol grip and collapsible stock and EOTech holographic sight. In an homage to the TV series Better Off Ted, it is stated to be manufactured by the fictional conglomerate Veridian Dynamics.&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 GSG-W 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H|FN SCAR-H CQC]] appears in the game as the &amp;quot;SCAR-H&amp;quot; , &amp;quot;Sighted SCAR-H&amp;quot; and &amp;quot;RTX Stormbringer&amp;quot;.&lt;br /&gt;
[[file:SCAR-H CQC.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SCAR-H 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] appears in the game as the &amp;quot;X-36C&amp;quot;. It is notably integrally suppressed; how exactly this is accomplished given that the G36 is piston driven and the suppressor covers the piston above the barrel is not explained, but the suppressor notably clips through the sides of the gun model as well. The rifle also is modified with a STANAG magazine well, loading steel M16 magazines instead of its proprietary translucent polymer magazines. It also sports a G36KV stock and comes in a light green army camo finish.&lt;br /&gt;
[[file:HK G36CKV.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 1.jpg|thumb|none|600px|Rifle in game. The suppressor model can be seen clipping through the sides of the handguard.]]&lt;br /&gt;
[[file:StateOfDecay2 G36C 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416 A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416 A5]] appears in the game as the &amp;quot;SWAT 416&amp;quot; , &amp;quot;Echo-S7 Assault Rifle&amp;quot; and &amp;quot;Restored Echo-S7 Assault Rifle&amp;quot;.&lt;br /&gt;
[[file:HK416A5 11.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 A5 - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SWAT 416 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S7 Assault Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SBR==&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SBR]] appears in the game as the &amp;quot;HB PDW&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SBR.jpg|thumb|none|450px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SBR 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Q Honey Badger SD===&lt;br /&gt;
The [[AAC Honey Badger|Q Honey Badger SD]] appears in the game as the &amp;quot;HB SD Blackout&amp;quot; and &amp;quot;HB Snow Fox&amp;quot;.&lt;br /&gt;
[[file:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 1.jpg|thumb|none|600px|Assault rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Q Honey Badger SD 2.jpg|thumb|none|600px|Assault rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Robinson Armament XCR Visually Modified==&lt;br /&gt;
The fictional &amp;quot;CLEO Battle Rifle&amp;quot; and &amp;quot;CLEO Sharpshooter Rifle&amp;quot; appears to be based on a [[Robinson Armament XCR]] rifle, with an added cutlass grip between the bottom of the pistol grip and the upper receiver extended out to cover almost the entire length of the barrel. &lt;br /&gt;
[[File:Robarm XCR R.jpg|thumb|none|450px|Robinson Armament XCR-L Standard - 5.56x45mm]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 1.jpg|thumb|none|600px|The &amp;quot;CLEO Battle Rifle&amp;quot; on a survivor's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Robinson Armament XCR CLEO 2.jpg|thumb|none|600px|Aiming at a blue trailer. Here an Armalite style charging handle can be seen.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears in the game as the &amp;quot;MCX RT&amp;quot;.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 MCX RT 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] appears in the game as the &amp;quot;M1-A&amp;quot; and &amp;quot;M1-A Short&amp;quot;.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1-A Short 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield Armory M1A with JAE-100 G3 stock===&lt;br /&gt;
The [[Springfield Armory M1A|Springfield Armory M1A with JAE-100 G3 stock]] appears in the game as the &amp;quot;M14 DMR&amp;quot; , &amp;quot;SOCOM II&amp;quot; and &amp;quot;RTX Hordebreaker&amp;quot;.&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|Springfield Armory M1A with JAE-100 G3 stock - 7.62x51mm]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M14 DMR 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 SOCOM II 2.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
&lt;br /&gt;
=Pistol-Caliber Carbines=&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler_%26_Koch_UMP#Heckler_.26_Koch_USC|Heckler &amp;amp; Koch USC]] appears in the game as the &amp;quot;USC Carbine&amp;quot; and Doomsday Carbine&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;K-USC Rifle.jpg|thumb|none|350px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[file:StateOfDecay2 USC 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 USC 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi Semi-Auto Carbine==&lt;br /&gt;
The [[Mini Uzi|IMI Mini Uzi Semi-Auto Carbine]] appears in the game as the &amp;quot;Civilian Uzi 22 Carbine&amp;quot;.&lt;br /&gt;
[[file:IMI Mini Uzi Semi-Auto Carbine‎.jpg|thumb|none|350px|IMI Mini Uzi Semi-Auto Carbine - 9x19mm Parabellum]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 IMI Mini Uzi Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec SUB-2000 Gen2==&lt;br /&gt;
The [[Kel-Tec SUB-2000]] appears in the game as the &amp;quot;Simple S2K&amp;quot; and &amp;quot;Trail Blazer X2K&amp;quot;.&lt;br /&gt;
[[file:Kel-Tec SUB-2000 Gen 2.jpg|thumb|none|450px|Kel-Tec SUB-2000 Gen2 - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Kel-Tec SUB-2000 Gen2 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 25==&lt;br /&gt;
The [[Marlin Model 25]] appears in the game as the &amp;quot;Echo-S2 Rifle&amp;quot; and &amp;quot;Restored Echo-S2 Rifle&amp;quot;.&lt;br /&gt;
[[file:Marlin Model 25.jpg|thumb|none|450px|Marlin Model 25 - .22LR]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears in the game as the &amp;quot;10/22 Carbine&amp;quot; , &amp;quot;Fake-A 47&amp;quot; , &amp;quot;Exterminator's 10/22&amp;quot; and &amp;quot;Prepper's 10/22&amp;quot;.&lt;br /&gt;
[[file:Ruger1022-black.jpg|thumb|none|450px|Ruger 10/22 - .22 LR]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger 1022 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger PC Carbine==&lt;br /&gt;
The [[Ruger_Police_Carbine#PC_Carbine|Ruger PC Carbine]] appears in the game as the &amp;quot;RC-9 Police Carbine&amp;quot;.&lt;br /&gt;
[[file:RugerPCcarbine.jpg|thumb|none|450px|Ruger PC Carbine - 9x19mm]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger PC Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Henry Big Boy==&lt;br /&gt;
The [[Henry 1860|Henry Big Boy]] appears in the game as the &amp;quot;Big Hank Rifle&amp;quot; and &amp;quot;Scoped Big Hank Rifle&amp;quot;.&lt;br /&gt;
[[File:HBBLG.jpg|thumb|none|450px|Henry Big Boy with loading gate - .44 Rimfire (RF)]]&lt;br /&gt;
[[file:StateOfDecay2 HenryBig Boy 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Henry Big Boy 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1 Carbine]] appears in the game as the &amp;quot;M1 Carbine&amp;quot; and &amp;quot;T4/M2 Carbine&amp;quot;.&lt;br /&gt;
[[file:AutoOrdM1Carbine.jpg|thumb|none|450px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1A1 Carbine]] appears in the game as the &amp;quot;M1 Para Carbine&amp;quot;.&lt;br /&gt;
[[file:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1A1 Carbine 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS_rifle#SKS|Simonov SKS]] appears in the game as the &amp;quot;Classic SKS Rifle&amp;quot; , &amp;quot;Hunter SKS&amp;quot; and &amp;quot;Non-Compliant SKS&amp;quot;.&lt;br /&gt;
[[File:SKS with no bayonet.jpg|thumb|none|450px|SKS with no bayonet - 7.62x39mm]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Simonov SKS 4.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The [[Winchester Model 1892]] appears in the game as the &amp;quot;Model 92 Rifle&amp;quot; and &amp;quot;Scoped Model 92 Rifle&amp;quot;.&lt;br /&gt;
[[file:Winchester1892Carbine.jpg|thumb|none|450px|Winchester 1892 - .38-40]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 3.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 1892 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;===&lt;br /&gt;
The [[Winchester_Model_1892#.22Mare.27s_Leg.22|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot;]] appears in the game as the &amp;quot;Mare's Leg&amp;quot;.&lt;br /&gt;
[[file:Model1892MaresLeg.jpg|thumb|none|450px|Winchester Model 1892 &amp;quot;Mare's Leg&amp;quot; – .44-40.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Mare's Leg 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Long Ranger==&lt;br /&gt;
The [[Henry Long Ranger]] appears in the game as the &amp;quot;Duvall Outrider&amp;quot;.&lt;br /&gt;
[[file:Henry Long Ranger.jpg|thumb|none|450px|Henry Long Ranger - 308 Winchester]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
The [[Accuracy International Arctic Warfare]] appears in the game as the &amp;quot;Arctic Warrior&amp;quot; and &amp;quot;Spec Ops AW&amp;quot;. A customized version appears as the &amp;quot;Spyglass Rifle.&amp;quot;&lt;br /&gt;
[[file:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Accuracy International Arctic Warfare 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M99==&lt;br /&gt;
An absolutely bizarre-looking [[Barrett M99]] is seen in the game as the &amp;quot;Model 99-50&amp;quot; and &amp;quot;M99X1 Timberwolf.&amp;quot; The model features a three-round magazine and magwell located '''ahead''' of the trigger group (akin to its non-bullpup counterparts) but the bolt action is still located in the rear of the stock, bullpup style.&lt;br /&gt;
[[file:Barrett m99-1.jpg|thumb|none|450px|Barrett M99 - .50 BMG / .416 Barrett]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 1.jpg|thumb|none|600px|The frankenBarrett on the character's pack.]]&lt;br /&gt;
[[file:StateOfDecay2 Model 99-50 2.jpg|thumb|none|600px|Pointing the rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 1.jpg|thumb|none|600px|The &amp;quot;M99X1 Timberwolf&amp;quot; variant, which has a [[Barrett M98B]]-style magwell.]]&lt;br /&gt;
[[file:StateOfDecay2 M99X1 Timberwolf 2.jpg|thumb|none|600px|Aiming the Timberwolf.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M100 Intervention==&lt;br /&gt;
A cut-down version of the [[Cheyenne Tactical M100 Intervention]] rifle is found ingame as the &amp;quot;Oteo Howitzer&amp;quot;.&lt;br /&gt;
[[file:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 caliber]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
The [[M24 Sniper Weapon System]] appears in the game as the &amp;quot;Police Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M24.jpg|thumb|none|450px|M24 Sniper Weapon System - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M24 Sniper Weapon System 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5 Sniper Rifle Visually Modified==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] appears in the game as the &amp;quot;CLEO Blaste Rifle&amp;quot; and &amp;quot;CLEO Heavy Sniper&amp;quot;.&lt;br /&gt;
[[file:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 1.jpg|thumb|none|600px|Sniper rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M40A5 cleo 2.jpg|thumb|none|600px|Sniper rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Q The Fix==&lt;br /&gt;
The [[Q The Fix|Fix]] and [[Q The Fix|Mini Fix]], a bolt action rifle made by Q, can be found in the game as the &amp;quot;D-BAR&amp;quot; and &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q THE FIX 16 6.5 CREEDMOOR TAN ACCENTS.jpg|thumb|none|450px|Q THE FIX - 6.5 Creedmoor]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 1.jpg|thumb|none|600px|The full length &amp;quot;D-BAR&amp;quot; rifle.]]&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 2.jpg|thumb|none|600px|Aiming the scopeless long Fix rifle.]]&lt;br /&gt;
&lt;br /&gt;
===Q Mini Fix===&lt;br /&gt;
The [[Q The Fix|Mini Fix]] appears in the game as the &amp;quot;D-Bartini&amp;quot;.&lt;br /&gt;
[[file:Q MINI FIX 300 BLK PISTOL 1.jpg|thumb|none|450px|Q MINI FIX - 300 BLK]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 1.jpg|thumb|none|600px|The shorter &amp;quot;D-Bartini&amp;quot; variant, which uses extended magazines.]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 2.jpg|thumb|none|600px|The shorter Fix in-hand.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger M77 Gunsite scout==&lt;br /&gt;
The [[Ruger M77 Gunsite]] appears in the game as the &amp;quot;Bolt Scout&amp;quot; and &amp;quot;Hunter`s Bolt Scout&amp;quot;. Despite being chambered in 7.62x51mm NATO, and visible being modeled with a properly sized magazine, it uses 5.56 ammo in game.&lt;br /&gt;
[[file:Ruger Gunsite.jpg|thumb|none|450px|Ruger M77 Gunsite scout rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Ruger M77 Gunsite scout 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50A==&lt;br /&gt;
The [[BFG-50A|Serbu BFG-50A]] appears in the game as the &amp;quot;B50FG&amp;quot;. It notably has its own category of weapon, being classed as the only &amp;quot;Cannon&amp;quot; type firearm in the entire game. Its incredible damage is offset by its high weight and loud report, drawing tons of zombies when it is fired. It is also notable for being able to switch from semi-automatic to full auto though this is of limited utility given its 5 round magazine. It has &amp;quot;Jackhammer&amp;quot; emblazoned on both sides of the stock.&lt;br /&gt;
[[file:Bfg50A.jpg|thumb|none|450px|Serbu BFG-50A - .50 BMG]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 B50FG 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903_Springfield#M1903A4_Springfield|Springfield M1903A4]] appears in the game as the &amp;quot;M1903A4 Sniper Rifle&amp;quot;.&lt;br /&gt;
[[file:M1903A4Weaver.jpeg|thumb|none|450px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1903A4 Sniper Rifle 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
The [[Winchester Model 70]] appears in the game as the &amp;quot;Model 70 Classic&amp;quot; , &amp;quot;Hunter's Model 70&amp;quot; , &amp;quot;Heirloom Model 70&amp;quot; and &amp;quot;Trumbull Gatekeeper&amp;quot;.&lt;br /&gt;
[[file:Win70-2.jpg|thumb|none|450px|Modern update of the classic Winchester Model 70 with open sights - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Winchester Model 70 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 1.jpg|thumb|none|600px|Rifle in game.]]&lt;br /&gt;
[[file:StateOfDecay2 Trumbull Gatekeeper 2.jpg|thumb|none|600px|Rifle in hands.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Colt R80 Monitor==&lt;br /&gt;
The [[Colt Monitor|Colt R80 Monitor]] appears as a further variant, under the &amp;quot;FBI Fighting Rifle,&amp;quot; a reference to its use by the Bureau against organized criminals in the Prohibition era. &lt;br /&gt;
[[file:Coltmonitor.jpg‎|thumb|none|450px|Colt R80 Monitor - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 Colt Monitor 1.jpg|thumb|none|600px|The Colt Monitor on the survivor's pack. It uses an extended thirty-round magazine, and has a metal-colored stock, the opposite of the above variants and of what it should actually have.]]&lt;br /&gt;
[[file:StateOfDecay2 ColtMonitor 2.jpg|thumb|none|600px|The survivor readies his Monitor in case some reanimated mobsters need icing; the animations actually work with this variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] can be used with two variants, the &amp;quot;M1918 BAR&amp;quot; and &amp;quot;Barrow Style BAR&amp;quot; - the latter resembles the cut-down BAR used by Clyde Barrow.&lt;br /&gt;
[[file:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 1.jpg|thumb|none|600px|The stock still appears to be wood, similar to the actual M1918 WWI era variant.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR 2.jpg|thumb|none|600px|Taking aim with the BAR. It incorrectly uses pistol grip animations despite not having one.]]&lt;br /&gt;
[[File:Moscat.jpg|450px|thumb|none|Clyde Barrow's cut down BAR - .30-06]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 1.jpg|thumb|none|600px|The cut-down M1918A2 in-game.]]&lt;br /&gt;
[[file:StateOfDecay2 M1918 BAR small 2.jpg|thumb|none|600px|Wielding the Barrow-style BAR, again with an invisible pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==M203 grenade launcher==&lt;br /&gt;
The [[M203 grenade launcher]] appears in the game as the &amp;quot;M203 Standalone&amp;quot; , &amp;quot;Echo-S5 Gas Launcher&amp;quot; and &amp;quot;Heartland Launcher&amp;quot;.&lt;br /&gt;
[[file:RM Equipment M203PI standalone.jpg|thumb|none|450px|RM Equipment M203PI in &amp;quot;Tactical Mounting System&amp;quot; standalone stock with an M203 vertical grip - 40×46mm]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 heartland launcher 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[Milkor_MGL#MGL_Mk_1L|Milkor MGL Mk 1L]] appears in the game as the &amp;quot;M32 MGL&amp;quot; and &amp;quot;MGL-N Firewhirl&amp;quot;.&lt;br /&gt;
[[file:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[file:StateOfDecay2 M32 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 M32 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
==Sage BML-37==&lt;br /&gt;
The [[Sage BML-37]] appears in the game as the &amp;quot;BML-40&amp;quot;.&lt;br /&gt;
[[file:Sage BML-37.jpg|thumb|none|450px|Sage BML-37 - 37mm Sage Rifled]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 1.jpg|thumb|none|600px|Grenade Launchers in game.]]&lt;br /&gt;
[[file:StateOfDecay2 BML-40 2.jpg|thumb|none|600px|Grenade Launchers in hands.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Post_Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:State_of_Decay_2&amp;diff=1525743</id>
		<title>Talk:State of Decay 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:State_of_Decay_2&amp;diff=1525743"/>
		<updated>2022-10-14T19:00:22Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Echo S3 Shotgun=Benelli M3 or M4? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About the &amp;quot;G45&amp;quot;==&lt;br /&gt;
So, the reason why it's actually a Glock 19X is because it lacks front slide serrations, it has a lanyard clip behind the magazine, and a [http://youtu.be/gyf1DaiKpOg?t=309 grip insert] in front of it. If I'm not mistaken, the first version of the gun that became available in the game was the [http://www.stateofdecay.com/wp-content/uploads/2019/09/weapon_infographic_Final.jpg &amp;quot;G45 FDE&amp;quot;] (which got later changed to &amp;quot;G45 Burst&amp;quot;), and the second one is the [http://www.stateofdecay.com/wp-content/uploads/2020/04/weapons.jpg &amp;quot;G45&amp;quot;] with a darker color currently shown in the article. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:03, 25 June 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==CLEO Shotgun &amp;amp; SMG==&lt;br /&gt;
The shotgun is a visually modified [[Kel-Tec KSG]] and the SMG is a visually modified [[Heckler &amp;amp; Koch MP5A2]], just throwing it out there, OP of the page.&lt;br /&gt;
[[User:I&amp;amp;#39;mallaboutguns.1|I&amp;amp;#39;mallaboutguns.1]] ([[User talk:I&amp;amp;#39;mallaboutguns.1|talk]]) 10:30, 26 June 2021 (EDT)&lt;br /&gt;
:Based on the receiver/bolt shape and the stock profile, I'm tempted to call the CLEO &amp;quot;Blast Rifle&amp;quot; a modified [[M40]] variant (probably an [[M40A5]]). Also, not strictly relevant to the topic at hand, but some of the Ruger variants (e.g. the &amp;quot;Competition Mk3&amp;quot;) are actually 22/45s, not regular Mark IIIs. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:57, 28 June 2021 (EDT)&lt;br /&gt;
::Oh, and I'm pretty sure that the CLEO Pistol is based on the game's PPQ model. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:34, 28 June 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== P220 subsection ==&lt;br /&gt;
&lt;br /&gt;
For the likes of the SIG-Sauer varients, are we sure that the P220-45's are P226 or should we put them under a picture and subsection of the P220, since they more than likely are and the P220 is the originator of the P226. --[[User:Bauer2121|Bauer2121]] ([[User talk:Bauer2121|talk]]) 18:15, 28 June 2021 (EDT)&lt;br /&gt;
:That would make sense, better to group variants together under a subheading instead of having multiple images with the reference image.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:46, 28 June 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
All these variants are one and the same weapon. Please check on fan wiki. &amp;lt;BR&amp;gt;&lt;br /&gt;
https://state-of-decay-2.fandom.com/wiki/M17 &amp;lt;BR&amp;gt;&lt;br /&gt;
https://state-of-decay-2.fandom.com/wiki/P220-45 &amp;lt;BR&amp;gt;&lt;br /&gt;
https://state-of-decay-2.fandom.com/wiki/P220-45_Elite &amp;lt;BR&amp;gt;&lt;br /&gt;
https://state-of-decay-2.fandom.com/wiki/P220-9 &amp;lt;BR&amp;gt;&lt;br /&gt;
https://state-of-decay-2.fandom.com/wiki/P220-9_Elite &amp;lt;BR&amp;gt;&lt;br /&gt;
https://state-of-decay-2.fandom.com/wiki/P226 &amp;lt;BR&amp;gt;&lt;br /&gt;
https://state-of-decay-2.fandom.com/wiki/P226_Elite &amp;lt;BR&amp;gt;&lt;br /&gt;
--[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 09:09, 30 June 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Please identify the weapon. ==&lt;br /&gt;
&lt;br /&gt;
Echo-S1 Revolver&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:StateOfDecay2 Echo-S1 Revolver 1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
OSS Silent Night&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:StateOfDecay2 OSS Silent Night 1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
CLEO Pistol&lt;br /&gt;
[[file:StateOfDecay2 CLEO Pistol 2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
RTX Cyclone&lt;br /&gt;
[[file:StateOfDecay2 RTX Cyclone 1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Cold Turkey&lt;br /&gt;
[[file:StateOfDecay2 Cold Turkey 1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Kodiak&lt;br /&gt;
[[file:StateOfDecay2 Kodiak 1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Sea Dog Blunderbuss&lt;br /&gt;
[[file:StateOfDecay2 Sea Dog Blunderbuss 1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
:Alright, let's see what we've got here... &lt;br /&gt;
* The &amp;quot;Echo-S1&amp;quot; is some sort of [[S&amp;amp;W]] revolver with an integrated suppressor (which wouldn't really work all that well). Based on the frame proportions, I'm pretty sure it's an X-frame (i.e. a [[Smith &amp;amp; Wesson Model 460|460]] or a [[Smith &amp;amp; Wesson Model 500|500]]); going off the patterns I've seen elsewhere in this game (plus the fact that there was one in the previous game), I'm willing to bet that there's a normal Model 500 in there too.&lt;br /&gt;
* The &amp;quot;OSS Silent Night&amp;quot; looks to be the existing [[Colt M1917]] model with a similar (and similarly nonsensical) integrated suppressor thrown on it.&lt;br /&gt;
* The &amp;quot;CLEO Pistol&amp;quot; looks to be built off the game's [[Walther PPQ]].&lt;br /&gt;
* The &amp;quot;RTX Cyclone&amp;quot; is just a customized, shortened [[Saiga 12K]].&lt;br /&gt;
* The &amp;quot;Cold Turkey&amp;quot; seems to be another variant of the [[Mossberg 930]] the game already had.&lt;br /&gt;
* The &amp;quot;Kodiak&amp;quot; is some sort of [[Remington 870|870]] derivative that takes Saiga mags; I'm willing to bet that it's fictional, seeing as it has a charging handle but no slot in the receiver to accommodate it. Speaking of which, the game's tactical 870 has one too.&lt;br /&gt;
* The &amp;quot;Sea Dog Blunderbuss&amp;quot; is definitely fictional; I'm guessing that they built it off the [[Mossberg 590]] model, since the trigger guard looks just about identical, but beyond that you're fresh out of luck. Also, I'm not sure if the hexagonal barrel is deliberate, or just a consequence of an awkwardly low polycount.&lt;br /&gt;
:Anybody else have any thoughts worth sharing? I'm all ears, and no confidence in what I just said. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:05, 1 July 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You're correct about all of the guns Pyr0, but I'm going to have to disagree on the account of the Cleo Pistol, the more I look at it in closer inspection, it looks like it's based on the Gen 5 [[Glock 34]] with modifications similar to that of [[Dwayne Johnson|Roadblock's]] custom [[Glock 21]] in [[G.I. Joe: Retaliation]]. [[User:I&amp;amp;#39;mallaboutguns.1|I&amp;amp;#39;mallaboutguns.1]] ([[User talk:I&amp;amp;#39;mallaboutguns.1|talk]]) 07:18, 2 July 2021 (EDT)&lt;br /&gt;
::Technically it should be Hawk, although it certainly cannot accept Saiga mags in reality. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 15:39, 3 July 2021 (EDT)&lt;br /&gt;
:::I was mostly basing the PPQ ID off of the grip profile, but the rest of it (especially the slide) does look more Glock-ish. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:57, 2 July 2021 (EDT)&lt;br /&gt;
::::Echo-S1 Revolver - This is a unique model. There is no original equivalent in the game. What do you think model 460 or model 500?--[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 18:01, 2 July 2021 (EDT)&lt;br /&gt;
:::::If I had to guess, I'd say it's an M500 (based on the M500 being the more common version, plus it having appeared in the previous game - if it isn't in yet, I'd be willing to bet it shows up in a future update), but unless you can spot a marking somewhere on the gun that distinguishes it, there's no real practical way to tell. The only real visual distinguishing feature between the 460 and the 500 is that the former has a large &amp;quot;X&amp;quot; marked on it, so I guess you could call the presence/absence of that evidence of it being a 460 or a 500 (respectively). [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:10, 2 July 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm inclined to say the RTX Cyclone is a [[Draco Pistol|Micro Draco]] pistol with a Saiga 12 mag added to it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:25, 4 July 2021 (EDT)&lt;br /&gt;
:No, it's actually a Saiga 12 with a very short barrel (around 6 inches). It has a Saiga's receiver (note the rivet pattern), and the location of the magazine release also matches it. Plus, the front sight is different from the Draco, and looks like some of those seen on Saiga 12 SBS configurations. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:47, 4 July 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;D-BAR&amp;quot; and &amp;quot;D-Bartini&amp;quot;===&lt;br /&gt;
[[file:StateOfDecay2 D-BAR 1.jpg|thumb|none|600px]]&lt;br /&gt;
[[file:StateOfDecay2 D-Bartini 1.jpg|thumb|none|600px]]&lt;br /&gt;
:Don't know if it's just the angle, but the barrel looks to be ''above'' the receiver, which combined with the other stuff (magazine, the AR to AK receiver transition, adjustable length of pull and cheek piece without anyway to adjust them) says &amp;quot;frankengun&amp;quot; (or at least, a really bad model) to me. --[[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 17:57, 3 July 2021 (EDT)&lt;br /&gt;
::I've already labeled it on the page, it is &amp;quot;The Fix by Q&amp;quot; (Q, the new manufacturer of the Honey Badger) and not a frankengun like the CLEO weapons. Yes that is its formal name...--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:38, 3 July 2021 (EDT)&lt;br /&gt;
:::Man, three of us managed to make the exact same mistake. Not sure if that's funny, or just sad. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:37, 3 July 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Duvall Outrider&amp;quot;===&lt;br /&gt;
[[file:StateOfDecay2 Duvall Outrider 1.jpg|thumb|none|600px]]&lt;br /&gt;
:I think this one's a Henry Long Ranger. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 14:44, 3 July 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Echo-S2 Rifle&amp;quot;===&lt;br /&gt;
[[file:StateOfDecay2 Echo-S2 Rifle 1.jpg|thumb|none|600px]]&lt;br /&gt;
:It's some sort of bolt-action .22 - maybe a [[Marlin Model 25]]? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 14:50, 3 July 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Otoe Howlitzer&amp;quot;===&lt;br /&gt;
[[file:StateOfDecay2 Otoe Howlitzer 1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spyglass Rifle&amp;quot;===&lt;br /&gt;
[[file:StateOfDecay2 Spyglass Rifle 1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Echo S3 Shotgun=Benelli M3 or M4?==&lt;br /&gt;
Are we considering the Echo S3 Shotgun as a Benelli M4? Its pump action only, which would make it closer to a Benelli M3. The M4 is semi-automatic only while the M3 is dual-mode between pump and semi-auto. The in game model has an M4 style collapsing stock sure, but that can be fitted on an M3 with some gunsmithing. Otherwise it seems to be closer to an M3; the confusing parts are that its integrally suppressed (something no Benelli has ever been capable of) and has a 6+1 capacity. M3s and M4s are shipped with 5 round tubes but can fit 7 round tubes. I'd say the entry on the wiki page should change to reflect its actually an M3 and the picture updated to reflect that too, but I want to hear other's thoughts as well. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 20:53, 2 February 2022 (EST)&lt;br /&gt;
:The main deciding factor is the receiver - the rear of the M3's receiver is rounded, while the M4 has a rather distinctive angular receiver instead; the in-game gun has the latter, so it's closest to an M4. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:42, 2 February 2022 (EST) P.S.: Not entirely relevant, but I just realized that they also misinterpreted the part of the M4's pistol grip that caps off the rear of the receiver as part of the receiver itself, so it's now a single flat piece of metal that goes all the way back instead.&lt;br /&gt;
:: Fair point, the fact that it's pump action despite being depicted with a clear semi-automatic charging handle really bothers me. I guess that could be an animation or coding mistake and it should actually be semi-auto, but yeah on closer inspection the receiver is clearly that of an M4 as is the grip, sights and stock assembly. The pump, barrel and barrel shroud are clearly custom made though. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 22:23, 2 February 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Coming back to this, but what if we consider it a hybrid? The receiver is that of an M4 but its been modified/gunsmithed with a custom pump-action mechanism from another weapon, turning it from a semi-auto into a pump-action. I think changing the name to reflect that it's a &amp;quot;Benelli M4 Super 90/Pump-Action Hybrid&amp;quot; would be a good idea. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 19:00, 14 October 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4&amp;diff=1513852</id>
		<title>Resident Evil 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4&amp;diff=1513852"/>
		<updated>2022-08-08T21:01:30Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* FN Five-seveN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Image:Resident Evil 4.jpg|right|thumb|300px|''Resident Evil 4'' (2005)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 4''''' (known as '''''Biohazard 4''''' in Japan) is the fourth main entry in Capcom's popular series. First released in 2005 for the Nintendo Gamecube, it was later ported to the PS2 with some additional content and weaponry but downgraded graphics, followed by a straight PC port in 2007. A version for the Nintendo Wii with Wiimote motion controls, combining the extras of the PS2 version and the graphical quality of the Gamecube version was also released in 2007, and this was later followed by versions for Apple's iPhone in 2009 and iPad in 2010. In 2011 a high-definition version was released on PSN and XBox Live, followed by the &amp;quot;Ultimate HD Edition&amp;quot; for PC in early 2014. In 2021 Capcom announced a new version of Resident Evil 4 that incorporates a first-person perspective along with virtual reality headset and motion controller support via the Oculus Quest 2. The new version of the game will also include redesigned textures with increased resolution.&lt;br /&gt;
&lt;br /&gt;
The main character is Leon Scott Kennedy, previously a rookie cop in ''[[Resident Evil 2]]''. Following Leon's escape from Raccoon City, Leon is now a special agent working for the US government and investigating the disappearance of the President's daughter Ashley Graham in a remote area of Spain. Quickly finding the local villagers have become zombie-like monsters seemingly ruled over by a mysterious cult based in the nearby castle, Leon sets out to rescue Ashley and foil the cult leader's schemes.&lt;br /&gt;
&lt;br /&gt;
From the PS2 version onwards, an additional campaign called &amp;quot;Separate Ways&amp;quot; was added, which covers what Leon's sometimes-ally Ada Wong was doing during the events of the story. Another non-canon mini-campaign starring Ada, called Assignment: Ada, is available for all versions. Also introduced is The Mercenaries mode, an arcade mode where the player plays as characters from the game and the ''Resident Evil'' universe, each with their own abilities and equipment, and kill enemies in a timed arena to get the highest score possible. The mode, a fleshed out version of the &amp;quot;The Mercenaries - Operation: Mad Jackal&amp;quot; mode from ''[[Resident Evil 3: Nemesis]]'', would prove to be extremely popular, returning for ''[[Resident Evil 5]]'', ''[[Resident Evil 6]]'', even spawning its own spin-off game ''[[Resident Evil: The Mercenaries 3D]]''. All three side-games are unlocked upon beating the main game once.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Resident Evil 4'' uses a grid-based inventory system explained as an attache case the player character is conspicuously not carrying; this has a set number of squares into which all weapons, ammunition and other items except treasure and keys must be fitted. Characters can only equip a single weapon at a time, which is switched out from the inventory screen, though equipping a grenade will also allow every other grenade of that type the player has to be thrown.&lt;br /&gt;
&lt;br /&gt;
Weapons can either be found in the game world or bought from the Merchant, a strange hooded man with a ridiculously hammy voice that will exchange priceless treasures for various hardware. Stores also allow weapons to be upgraded; most weapons can have their power, fire rate, reload speed and capacity upgraded in a series of increments that unlock as the campaign progresses; these do not alter the weapons visually, and often result in absurd magazine sizes. Almost every weapon has a high-priced &amp;quot;exclusive&amp;quot; upgrade which will boost a single aspect of its stats significantly. This system does not apply to Ada's campaign; her weapons are at a pre-set level and cannot be further upgraded.&lt;br /&gt;
&lt;br /&gt;
A few weapons also have optional mods which take up additional inventory space; stocks can be attached to the C96 and TMP to remove the simulated hand sway effect and reduce recoil, and several other weapons can equip scopes.&lt;br /&gt;
&lt;br /&gt;
The game uses a third-person over-shoulder view with a toggle for aiming; player characters cannot shoot or reload outside of aim mode, and cannot move while aiming. To facilitate aiming, a red laser sight is fitted to almost every non-scoped weapon in the game, and will enamate a full solid laser beam when aiming; the only version where this is not the case is the Wii version, which has a large circular crosshair in place of the laser beam to compensate for the less precise motion control.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Silver Ghost&amp;quot;==&lt;br /&gt;
Leon Kennedy's starting weapon is the &amp;quot;Handgun&amp;quot;, commonly nicknamed &amp;quot;Silver Ghost&amp;quot;; this name was never used by any official sources, and instead originated from the [http://projectumbrella.net/articles/ARMS-Jan-06-Vol-211 January 2006 issue of the ''ARMS'' magazine] (Japanese: アームズ), a Japanese monthly airsoft enthusiast magazine. The issue was a ''Resident Evil 4'' PS2 release special, and contained an article on a custom airsoft reproduction of Leon's Handgun, alongside a staff-written story about how Leon conceived the pistol with Joseph Kendo, a gun maker from Raccoon City who previously designed the custom &amp;quot;Samurai Edge&amp;quot; handguns for the Raccon City S.T.A.R.S. (as established in a document from ''[[Resident Evil 3]]''). This story gave the weapon the name of &amp;quot;Silver Ghost&amp;quot; (which was given by Leon in reference of his current condition of being &amp;quot;a spirit pulled out from [his] body&amp;quot;), which became the common name for the gun.&lt;br /&gt;
&lt;br /&gt;
The story was entirely unofficial, and was more or less a short fanfiction, but some elements were apparently official; the in-game weapon's slide is marked with the words &amp;quot;Kendo Custom Shop&amp;quot;, meaning that the idea that of the pistol being custom work by Kendo gifted to Leon is likely true. The article was also apparently written based on interviews with ''Resident Evil'' weapon designer Ryoumura Jyoshin&amp;lt;!--According to the RE wiki; I can't find the actual source for this.--&amp;gt; (who also designed weapons for Capcom's ''Devil May Cry'' and ''Dino Crisis'' series), meaning that some elements of the story, maybe even the name itself, possibly came straight out of the weapon designer.&lt;br /&gt;
&lt;br /&gt;
The Silver Ghost is a fictional design, which designer Ryoumura Jyoshin stated was inspired by [[H&amp;amp;K USP]], [[Smith &amp;amp; Wesson Sigma|S&amp;amp;W Sigma]], and [[Ruger P-series pistol|Ruger P85]]; the latter would make a fair deal of sense, as the Silver Ghost replaced Leon's prior starting handgun, the [[Ruger KP94]], relatively late in the game's development. It closely resembles the Smith &amp;amp; Wesson Sigma in the slide, magazine, and lower frame. Unlike the Sigma, the weapon has a hammer as opposed to a striker. It features an extended barrel, threaded for sound suppressor, which is not a feature on the Sigma pistols but are featured in the H&amp;amp;K USP. Its overall length is longer than the Sigma and the USP. Its slide is stainless steel. Its grip has checkered front and back straps, while the panels are wood framed with polymer panels and a central medallion on each side, similar to the design used on the Samurai Edge grips.&lt;br /&gt;
&lt;br /&gt;
Albert Wesker uses this weapon in The Mercenaries, where it is equipped with a suppressor. Interestingly, Wesker also uses a silenced Silver Ghost in ''Resident Evil: The Umbrella Chronicles''.&lt;br /&gt;
[[Image:RE4HDGhost.jpg|thumb|none|600px|Leon's handgun, the Silver Ghost. Like most of the handguns, it has a pressure switch for the laser sight on the grip.]]&lt;br /&gt;
[[Image:RE4ghostmulti.jpg|thumb|none|600px|Four varied images of Leon's Silver Ghost. 3D would be ideal, perhaps IMFDB 2.0!]]&lt;br /&gt;
[[Image:RE4HDGhostHold.jpg|thumb|none|600px|Deciding to stop by the Merchant's hidden supply cave, Leon poses with the Silver Ghost in his swag &amp;quot;Special 2&amp;quot; outfit.]]&lt;br /&gt;
[[Image:RE4HDGhostAim.jpg|thumb|none|600px|Aiming with the Silver Ghost.]]&lt;br /&gt;
[[Image:RE4HDGhostReload.jpg|thumb|none|600px|And reloading it after firing off a round at some fish.]]&lt;br /&gt;
[[Image:Biohazard 4 Incubate (frame 2709).jpg|thumb|none|600px|Leon holds a gun on the villager whose house he has just invaded.]]&lt;br /&gt;
[[Image:Biohazard 4 Incubate (frame 10721).jpg|thumb|none|600px|Leon runs dry in the middle of a fight.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 01.jpg|thumb|none|600px|The Silver Ghost in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The Punisher is based off of the [[FN Five-seveN]] handgun. Though chambered in 5.7x28mm in reality, the in-game version uses regular Handgun Ammo (9mm) although in the VR version it correctly uses 5.7x28mm rounds as can be seen in the magazine model. In game, the weapon has the ability to pierce shields and multiple enemies, an exaggerated gameplay depiction of the 5.7x28mm's real life penetrating capabilities. Its in-game model features an altered trigger.&lt;br /&gt;
&lt;br /&gt;
This weapon can be purchased from the Merchant or won in a contest after shooting ten of fifteen blue medallions scattered across two areas. If all targets have been shot, the Punisher will have a free upgrade added onto it, making it slightly more powerful than the standard Handgun.&lt;br /&gt;
&lt;br /&gt;
When every handgun is upgraded to its maximum, the Punisher is the weakest, but it can penetrate through several enemies.&lt;br /&gt;
&lt;br /&gt;
The gun is used by Ada in Assignment Ada and The Mercenaries.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|300px|FN Five-seveN - 5.7x28mm]]&lt;br /&gt;
[[Image:RE4punisherleft.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4punisherright.jpg|thumb|none|600px|Punisher handgun with exclusive upgrade.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 02.jpg|thumb|none|600px|The Punisher in Resident Evil 4 VR. Rather notably if the magazine is ejected or a new magazine is pulled from the pouch, inspecting it shows accurately modeled 5.7x28mm rounds in the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The [[Mauser C96 &amp;quot;Red 9&amp;quot;]] appears under its famous nickname. It can be purchased from the Merchant after Chapter 2-2, who also sells an attachable stock that improves its accuracy significantly. It is the most powerful regular handgun in-game, and when coupled with its stock, also the most accurate, but it is also the slowest-firing. The original US edition has an Exclusive firepower rating of 5.0, while the PAL edition raises this to 6.5.&lt;br /&gt;
&lt;br /&gt;
Vagrant Spaniard Luis Sera uses this as his primary weapon in the main game.&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[Image:RE4red9left.jpg|thumb|none|600px|Note the red dot sight fitted onto the barrel.]]&lt;br /&gt;
[[Image:RE4red9right.jpg|thumb|none|600px|Red 9 with attached stock. Note the stock has a hinge; in real life it can be used as a holster, though Leon does not appear to know this since it still takes up an additional three inventory slots. It is not particularly clear how this is supposed to make sense, given the gun that fits inside it takes up eight.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 03.jpg|thumb|none|600px|The Red 9 model in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The Blacktail is based on the [[Springfield XD]] with grips inspired by the [[FN FNP-9]]. Though using regular Handgun Ammo (9mm), it appears to be a rather bulkier larger caliber version of the XD rather than 9mm, perhaps a design error. It can be purchased from the Merchant after Leon reaches the castle. Ada uses this as her handgun in the main game and Separate Ways. Leon uses it in The Mercenaries. It has a better handling than the standard handgun. Fully upgraded, it is the second fastest firing and highest capacity handgun in the game, with the Matilda being at number 1. The PAL edition improves its maximum Firepower rating from 3.4 to 4.5.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|300px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[Image:RE4blacktail.jpg|thumb|none|600px|Blacktail handgun. The grip is heavily inspired the FN FNP-9 handgun, though is not identical to it.]]&lt;br /&gt;
[[Image:RE4blacktailGripSafety.jpg|thumb|none|600px|Ada reloading the Blacktail. This shows the grip safety which is so hard to see in other shots.]]&lt;br /&gt;
[[Image:RE4adaBlacktail.jpg|thumb|none|600px|Ada with her Blacktail.]]&lt;br /&gt;
[[Image:RE4breastsgunsBlacktail.jpg|thumb|none|600px|Ashley isn't the only one equipped with ballistics.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The Matilda is an [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]], the same handgun Leon uses as a rookie cop in ''Resident Evil 2''. It is unlocked for purchase from the Merchant after successfully completing the game once on Normal difficulty. It is fitted with its stock, which cannot be removed unlike the Red-9 or the TMP. Fires three-round bursts.  Its exclusive upgrade grants a 100-round magazine and a near machine gun rate of fire, making it an extremely effective handgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|500px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[Image:RE4matilda.jpg|thumb|none|600px|R.P.D. officer Leon's service handgun, six years in the future.]]&lt;br /&gt;
[[Image:RE4matildaleft.jpg|thumb|none|600px|The Matilda. The burst fire selector is on the stock behind the slide. Note early style grip.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield Model 3/Colt Single Action Army Hybrid==&lt;br /&gt;
&lt;br /&gt;
The Broken Butterfly is a revolver chambered in Magnum Ammo (.45 ACP). It seems to be a hybrid of the [[Smith &amp;amp; Wesson Schofield]] and [[Colt Single Action Army]]; the barrel and hinge resemble the Model 3, while the frame is nearly identical to the Colt SAA. Despite looking like an old fashioned single action revolver, the gun actually has a double action mechanism (convenient for rapid firing at big monsters).&lt;br /&gt;
&lt;br /&gt;
It can be purchased from the Merchant after Chapter 3–1, but a free one can found in a section of the castle after freeing Ashley in Chapter 4-1. Amusingly, Leon reloads it so energetically that he is literally ''throwing'' bullets into the cylinder rather than simply sliding them into position. It has a firepower of 50 after purchasing its exclusive upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|350px|Colt Single Action Army - .45 Long Colt]]&lt;br /&gt;
[[Image:RE4butterfly.jpg|thumb|none|600px|Though black in detail view and in game, the Broken Butterfly shows up as nickel plated in the attache case.]]&lt;br /&gt;
[[Image:RE4butterflyLoad.jpg|thumb|none|600px|Leon reloads his (upgraded) 7-shot Broken Butterfly by putting in 3 shells. This fills it to full regardless of cylinder upgrade, though why putting in only 3 rounds is anyone's guess considering its base capacity is double that.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The Killer7 is a modified Colt [[M1911]] that may be purchased from the Merchant after Leon reaches the Island in Chapter 5-1, and uses Magnum Ammo (.45 ACP). Its model is a reference to the AMT Hardballer in ''[[The Terminator]]'', with a similar large custom laser mounted on top of the slide. It is the only weapon that has no exclusive ability when fully upgraded. The name of the weapon is a reference to the game ''Killer7'', in which the character Kaede uses a similarly modified 1911. The engraving of the slide is also the same font that the Killer7 game has.&lt;br /&gt;
&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:ED_45.jpg|thumb|none|350px|The AMT Hardballer from ''The Terminator (1984)'' which inspired the Game's Killer7]]&lt;br /&gt;
[[Image:RE4killerleft.jpg|thumb|none|600px|Note the Killer 7 logo stamped on the slide.]]&lt;br /&gt;
[[Image:RE4killerright.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4killerAim.jpg|thumb|none|600px|The Killer 7's sight in action.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Handcannon&amp;quot;, equipped with a fictional laser sight and six chambered cylinder (the real thing has only five chambers). It is one of the earliest depictions of the S&amp;amp;W Model 500 in a video game.&lt;br /&gt;
&lt;br /&gt;
This extremely powerful weapon can be unlocked free of charge when the player gets a five-star rank with all characters on all stages in Mercenary Mode. It uses its own unique ammunition (.50 caliber), which are dropped at random by enemies while the gun is in the inventory, and can also be sold at a high price. The first reload animation has Leon loading three rounds manually, which changes to a speedloader reload when the player upgrades its reload speed to max level.&lt;br /&gt;
&lt;br /&gt;
When fully upgraded, the Handcannon acquires infinite ammunition and the second highest damage of any weapon in the game, far exceeding the Broken Butterfly and Killer7.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE4HDhandcannonleft.jpg|thumb|none|600px|Inventory preview of a fully-upgraded Handcannon. The bulky thing under the barrel is its laser sight.]]&lt;br /&gt;
[[Image:RE4HDhandcannonright.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[Image:RE4HDhandcannonPose.jpg|thumb|none|600px|Equipping the Handcannon in the inventory has Leon resting the revolver on his shoulder, which is a reference to Killer7 game's Dan Smith who also strikes the same pose. It should be noted that it uniquely points to the left edge of the screen in default orientation while viewed from the carry case, rather than right like other firearms.]]&lt;br /&gt;
[[Image:RE4HDhandcannonHold.jpg|thumb|none|600px|While trekking through one of the Spanish cult's absurdly huge and complex castles, Leon brandishes a Handcannon. Y'know, to be safe.]]&lt;br /&gt;
[[Image:RE4HDhandcannonAim.jpg|thumb|none|600px|Leon aiming the Handcannon, showing off the laser sight.]]&lt;br /&gt;
[[Image:RE4HDhandcannonFire.jpg|thumb|none|600px|Leon in full recoil. Fun fact: The Handcannon actually behaves like a miniature shotgun than an actual magnum. Shooting at water reveals four tightly-clumped points of impact instead of just one.]]&lt;br /&gt;
[[Image:RE4HDhandcannonReload.jpg|thumb|none|600px|With nothing better to do, Leon reloads his unlimited-ammo Handcannon, first by dramatically swinging out the cylinder and dumping everything onto the ground, ejector be damned.]]&lt;br /&gt;
[[Image:RE4HDhandcannonReload2.jpg|thumb|none|600px|Then whipping out a speedloader loaded with what looks to be spitzer-pointed rifle rounds. When reloading the upgraded Handcannon, Leon uses a six-round speed loader. Otherwise he would toss loose rounds into the cylinder like he does with the Broken Butterfly.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]], simply called the TMP in-game, may be purchased from the Merchant after the player's first encounter with him. A stock may also be purchased to improve accuracy and reduce recoil. Ada also uses the TMP in her cutscenes and campaign, as well as in The Mercenaries mode. The TMP uses its own TMP Ammo, not shared with the handguns.&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|350px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:RE4HDTMP.jpg|thumb|none|600px|Inventory preview of the TMP, showing off an alarmingly-poor use of an apostrophe.]]&lt;br /&gt;
[[Image:RE4HDTMPHold.jpg|thumb|none|600px|Leon bringing his newfangled TMP to church for a good baptizing.]]&lt;br /&gt;
[[Image:RE4HDTMPAim.jpg|thumb|none|600px|Aiming with the unmodified TMP shows just why its accuracy is so horrid: Leon and Ada will fire the TMP from the hip if used without the stock, thereby sending shots all over the place and the poor posture makes aiming it very wobbly and awkward.]]&lt;br /&gt;
[[Image:RE4HDTMPReload.jpg|thumb|none|600px|Having destroyed one of the Merchant's 15 blue medallions as part of a dare, Leon inserts a new mag into his TMP.]]&lt;br /&gt;
[[Image:RE4adaTMP2.jpg|thumb|none|600px|Ada sprays down Saddler with her TMP. Note that the laser sight integrated with the foregrip replaces the standard slanted TMP foregrip.]]&lt;br /&gt;
[[Image:RE4adaTMP.jpg|thumb|none|600px|Ada hoses down Saddler with her TMP. Apparently the &amp;quot;custom&amp;quot; aspect of the TMP's 9mm ammo consists of a non-standard protruding rim at the base of the case; normal 9x19mm ammunition is rimless, as rimmed ammunition is notoriously tricky to make feed reliably from magazines.]]&lt;br /&gt;
[[Image:RE4adaTMP3.jpg|thumb|none|600px|Ada admires her handiwork. Good view of the TMP. Also notice Ada's good trigger discipline.]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:RE4HDTMPStock.jpg|thumb|none|600px|The TMP with its optional stock; this stock is based on Steyr's factory option for the TMP, though the profile is somewhat altered.]]&lt;br /&gt;
[[Image:RE4HDTMPStockHold.jpg|thumb|none|600px|Leon posing with the modified TMP.]]&lt;br /&gt;
[[Image:RE4HDTMPStockAim.jpg|thumb|none|600px|Only with its proprietary stock fitted, will the player characters actually shoulder the thing when firing, making shot grouping a wee bit more consistent at long ranges as well as reducing shaking and sway when trying to line up a shot. Bringing the gun higher up can also make a difference, as railings or tables can sometimes foil a shot from the hip, especially in a game where one can't move their character while aiming.]]&lt;br /&gt;
[[Image:RE4HDTMPStockReload.jpg|thumb|none|600px|Reloading the modded TMP.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 03.jpg|thumb|none|600px|The TMP model in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
Chapter 5-3 boss Jack Krauser wields a customized TMP based on the [[TMP#Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9]]. It is modified with a B&amp;amp;T MP9 folding stock, an RIS attached extended muzzle-end fitted with a different vertical-grip, and a PEQ laser sight. In The Mercenaries minigame, HUNK also carries this modified TMP as his weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:B&amp;amp;T-MP9.jpg‎|thumb|none|420px|Brügger &amp;amp; Thomet MP9 - 9x19mm]]&lt;br /&gt;
[[Image:RE4krauserTMP.jpg|thumb|none|600px|Krauser's customized TMP, it has MP9 features, an RIS attached extended muzzle-end fitted with a straight vertical-grip and a PEQ laser sight.]]&lt;br /&gt;
[[Image:RE4krauserTMP2.jpg|thumb|none|600px|Krauser aiming his custom TMP at Leon. Note the strangely enlarged front end.]]&lt;br /&gt;
[[Image:RE4krauserTMP3.jpg|thumb|none|600px|Krauser firing his TMP. Note the RIS rail on the side.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] submachine gun appears in the game under one of its many famous historical nicknames, the ''Chicago Typewriter''. This weapon is unlocked by completing the side-story Assignment Ada and may be purchased from the Merchant for 1 million pesetas after that. Comes with unlimited ammo. If used with the Mafia costume (not present in the original Gamecube version of the game), it will load from drum magazines, while the handguard is replaced with the foregrip normally found on the 1921 and 1928 Thompson variants and the reloading animation is replaced with Leon tossing his hat and striking a pose.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|450px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:RE4thompsonright.jpg|thumb|none|600px|The Chicago Typewriter. I believe the technical term is &amp;quot;overkill.&amp;quot;]]&lt;br /&gt;
[[Image:ChicagoTypewriter.jpg|thumb|none|600px|Note M1A1 receiver]]&lt;br /&gt;
[[Image:RE4thompsonFire.jpg|thumb|none|600px|Blazing away, not really at anything.]]&lt;br /&gt;
[[Image:RE4thompsonload.jpg|thumb|none|600px|Reloading is not necessary, but hey. Leon rocks in a new magazine, then tilts the Typewriter sideways to pull the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870 Express Combo==&lt;br /&gt;
&lt;br /&gt;
The first shotgun that Leon gets. May be obtained in one of three ways: on Easy difficulty, the weapon comes in Leon's inventory when the game starts; on Normal or higher difficulties, Leon can find it for free on the second floor of a house in the Ganados Village; alternatively, the player can purchase this weapon from the Merchant from the very beginning. Not an outstanding weapon, nonetheless when fully upgraded it's range exceeds that of any shotgun, enabling it to kill enemies normally out of shotgun range.&lt;br /&gt;
[[File:REM870exp combo.jpeg|thumb|none|450px|Remington 870 Express Combo - 12 gauge]]&lt;br /&gt;
[[Image:RE4shotgun.jpg|thumb|none|600px|Easily the lowest detail weapon model in the game.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 01.jpg|thumb|none|600px|The Remington 870 Express Combo in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Benelli M3 Super 90== &lt;br /&gt;
&lt;br /&gt;
This stainless-steel shotgun is a custom [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3]] with elements from the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4]] added to it, notably the collapsible stock and the top rail on the receiver. Called the Riot Gun, it is identical to the Assault Shotgun from the [[Resident Evil (2002)|the 2002 ''Resident Evil'' remake]].&lt;br /&gt;
&lt;br /&gt;
Despite the fact that many prefer the tighter spread of the Riot Gun over the Striker's wide-shot, it is rarely used once the Striker becomes available due to its compact design, despite the fact that the Riot Gun has clearly been intentionally modified with the M4 collapsing stock.&lt;br /&gt;
&lt;br /&gt;
The weapon may be purchased from the Merchant from Chapter 3-1 onwards. It is also used by Leon in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 with stainless steel finish - 12 gauge]]&lt;br /&gt;
[[Image:RE4riotgunright.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4riotgunleft.jpg|thumb|none|600px|Riot Gun.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
In Resident Evil 4 VR, the Riot Gun model has been changed. This version was based on the Remington 870 with an M4S90 stock and an M3S90 handguard.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyma CM353LM.JPG|thumb|none|500px|Cyma CM353LM]]&lt;br /&gt;
[[File:RE4VR 03.jpg|thumb|none|600px|The Riot Gun in Resident Evil 4 VR. Note trigger group and receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray Street Sweeper / Armsel Protecta Hybrid==&lt;br /&gt;
&lt;br /&gt;
A hybrid of a [[SWD/Cobray Street Sweeper]] and [[Armsel Protecta]] may be purchased from the Merchant, and is called the Striker, which was the original variant of the weapon series. The weapon model lacks the rear lever and the wind-up key of the Street Sweeper, but it also lacks the Armsel Protecta's shell deflector. Functionally, the weapon has the semi-automatic firing of the Street Sweeper and the automatic shell ejection of the Armsel Protecta (which is animated in a bizarre way; the spent shell ejects itself after a short delay instead of immediately when the weapon is fired as it should be).&lt;br /&gt;
&lt;br /&gt;
Being semi-automatic, the Striker fires much faster than the other pump-action shotguns, though Leon has an exaggerated recoil animation after every shot, meaning that there is still a delay between shots. The reload animation has Leon always putting two shells into the gun then giving &amp;quot;something&amp;quot; a crank; realistically, it would've been the wind-up key, but the wind-up key is absent on the in-game model. When upgraded to max level, the Striker's capacity expands to a whopping ''100 rounds''. Leon aims and fires the Striker from the hip like Ada's shotgun, despite a foldout stock being clearly present.&lt;br /&gt;
&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:Protecta.jpg|thumb|none|400px|Armsel Protecta - 12 gauge]]&lt;br /&gt;
[[Image:RE4strikereleft.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4strikerright.jpg|thumb|none|600px|The Striker shotgun. Note the lack of a shell deflector.]]&lt;br /&gt;
[[Image:RE4strikerdrum.jpg|thumb|none|600px|Note the lack of a winding key on the drum.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 05.jpg|thumb|none|600px|The Striker model with a G36V export optical sight by default in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Ada uses this stubby [[Mossberg_500#Mossberg_590_Cruiser_.2F_590_Compact_Cruiser|Mossberg 500]] shotgun in Separate Ways. The gun in the game is stainless steel and a foregrip is present on its foreend. It's damage is average for a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:Moss500shorty.jpg|thumb|none|360px|Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[Image:RE4stubbyShotgun.jpg|thumb|none|600px|Another very low detail model, like the standard pump action.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
A [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] rifle can be purchased from the Merchant. It uses Rifle Ammo, which are .223 caliber rounds, suggesting that the Springfield has been converted from .30-06 to .223. A higher magnification scope can be bought for the rifle, increasing its accuracy at long range, and it could also be fitted with the Infrared Scope found on the island to help with defeating Regenerators. When fully upgraded, the bolt action Springfield's damage greatly exceeds that of its semi-auto counterpart: in the original NTSC editions it increases to 18.0, while in the PAL version and later releases it is raised to a rather absurd 30.0, and rivals the power of the Magnums.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|500px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[Image:RE4HDSpringfieldLeft.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Rifle&amp;quot;, here with its default M84 scope.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldLeft2.jpg|thumb|none|600px|Again, now with its aftermarket scope.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldHold.jpg|thumb|none|600px|Leon posing with the Springfield inside the Merchant's cliffside cache.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldAim.jpg|thumb|none|600px|Aiming with the unmodified Springfield.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldScope.jpg|thumb|none|600px|Scope view. Good luck seeing anything at all with this in the dark.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldReload.jpg|thumb|none|600px|Leon loads his 7-shot Springfield with what looks to be a ''9''-round stripper clip. He's also forcibly jamming in the clip diagonally (since the scope is obstructing the port), which isn't going to work since stripper clip guides for the Springfield are aligned directly vertical with the chamber.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldHold2.jpg|thumb|none|600px|Leon holds his now-modified Springfield.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldScope2.jpg|thumb|none|600px|View of the more powerful scope. The illuminated dot works wonders for aiming at night or in low-light areas, which are to say about 80% of the visitable locations.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
A Semi-Auto [[Heckler_%26_Koch_G36#Heckler_.26_Koch_SL8|H&amp;amp;K SL8]] may be purchased by Leon from the Merchant. The weapon uses a G36V export optical sight by default. Being a semi-auto it fires significantly faster. Like the bolt-action rifle, a custom scope can also be attached. This gun is used by Ada in Separate Ways, Assignment Ada, and The Mercenaries. It is also used by Wesker in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK-SL8.jpg|thumb|none|360px|Heckler and Koch SL8 - .223/5.56x45mm]]&lt;br /&gt;
[[Image:G36.jpg|thumb|360px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm]]&lt;br /&gt;
[[Image:RE4semiright.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4semileft.jpg|thumb|none|600px|The H&amp;amp;K SL8.]]&lt;br /&gt;
[[Image:RE4semiscope.jpg|thumb|none|600px|SL8 scope view.]]&lt;br /&gt;
[[Image:RE4semiNewScope.jpg|thumb|none|600px|SL8 upgraded scope. Note how it replaces the original G36V carry handle with scope.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 04.jpg|thumb|none|600px|The SL8 model in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] serves as the rocket launcher of the game. The standard single-shot Rocket Launcher may be purchased any time from the Merchant, and a free one can be found in the Castle. The Special Rocket Launcher with red rocket is provided by Ada Wong during the final boss fight to finish off the boss (though they can be killed without using the Special Rocket Launcher, in which case the player can keep the launcher and sell it for extra money on New Game +). The Infinite Rocket Launcher is available for purchase from the Merchant upon completion of the game once. Obviously, the rocket launchers are capable of dealing heavy damage to any creature, often killing bosses with one shot when aimed at their weak spots.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:RE4launcherright.jpg|thumb|none|600px|You can read RPG-7 on the side of the rocket. Note the scope.]]&lt;br /&gt;
[[Image:RE4specialrpg.jpg|thumb|none|600px|Special rocket launcher, loaded with red anti-boss warhead.]]&lt;br /&gt;
[[Image:RE4rpgFire.jpg|thumb|none|600px|FWOOSH! Leon unleashes his infinite launcher.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 05.jpg|thumb|none|600px|The RPG-7 in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
In the Castle, Leon fires a giant cannon to destroy a gate so he can proceed.&lt;br /&gt;
[[Image:Naval cannon.jpg|thumb|none|400px|Naval cannon - 18th century]]&lt;br /&gt;
[[Image:Resident Evil cannon 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Resident Evil cannon 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun ==&lt;br /&gt;
The Big Afro-Spaniard Ganado J.J. enemy wields a [[Hand Held M134 Minigun]].&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Resident Evil minigun 1.jpg|thumb|none|600px|J.J. makes his entrance.]]&lt;br /&gt;
[[Image:Resident Evil minigun 2.jpg|thumb|none|600px|J.J. makes his entrance known.]]&lt;br /&gt;
[[Image:Resident Evil minigun 3.jpg|thumb|none|600px|The muzzle flash effect seemingly implies that the minigun is simultaneously firing two barrels, which is impossible in reality.]]&lt;br /&gt;
&lt;br /&gt;
==Gatling Gun==&lt;br /&gt;
&lt;br /&gt;
At the end of sequence of Leon chasing a Los Iluminados priest in the Castle, the villain jumps on what appears to be an antique [[Gatling Gun]] rigged up to the drive system and feed unit of an [[M134 Minigun]]. Later on the island, the same gun emplacements appear, used by enemy mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|British M1865 Gatling Gun at the Royal Artillery Museum - .58 Rimfire / .50-70]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 10.jpg|thumb|none|600px|The priest readies his Gatling gun at the Castle.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 11.jpg|thumb|none|600px|Good view of the Gatling's shape.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 2.jpg|thumb|none|600px|Note that this gun seems to have been visually based on a deactivated museum weapon that has plugs screwed into the ends of the barrels.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 5.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
Mike, the Blackhawk helicopter pilot who shows up to support Leon during the endgame, has twin remote controlled [[GE M134 Minigun]]s mounted on the hull of his bird.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 6.jpg|thumb|none|600px|Close-up of a Minigun mounted on Mike's helicopter.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 7.jpg|thumb|none|600px|Mike fires his miniguns.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 8.jpg|thumb|none|600px|Close up on Mike's other Minigun.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 9.jpg|thumb|none|600px|The other Minigun fires.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 2==&lt;br /&gt;
An image of a [[Smith &amp;amp; Wesson Model 2]] revolver can be seen on the door of the Merchant's shooting range, found throughout the game.&lt;br /&gt;
[[Image:S&amp;amp;wmodel2.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 2 .32 Short]]&lt;br /&gt;
[[Image:Resident Evil 4 flintlock.jpg|thumb|none|600px|The Smith &amp;amp; Wesson image is marked with #1.]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
An image of a [[Flintlock Pistol]] can also be seen on the door of the Merchant's shooting range.&lt;br /&gt;
[[File:British Heavy Dragoon pistol.jpg|thumb|350px|none|British Heavy Dragoon Pistol - .62 caliber]]&lt;br /&gt;
[[Image:Resident Evil 4 flintlock.jpg|thumb|none|600px|The Flintlock Pistol image is marked with #2.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
What appears to be a [[Colt 1851 Navy]] revolver can be seen on a painting in the castle.&lt;br /&gt;
[[Image:1851_colt_navy_london.jpg|thumb|none|450px|Colt 1851 Navy London Model - .36 caliber.]]&lt;br /&gt;
[[Image:Resident Evil 4 colt.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700 BDL==&lt;br /&gt;
&lt;br /&gt;
In a cutscene, one of Ganados with the village chief Bitores Mendez uses what appears to be a [[Remington 700 BDL]] rifle modified to fire tranquilizer darts to knock out Ada Wong.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington 700 BDL.jpg|thumb|none|450px|Remington Model 700 (1970s Production) - .308 Winchester]]&lt;br /&gt;
[[Image:Resident Evil rifle.jpg|thumb|none|600px|Rifle at the left.]]&lt;br /&gt;
&lt;br /&gt;
=Merchant Displays=&lt;br /&gt;
The Merchant has a few weapons on display that can not be purchased. These include a [[Steyr SPP]] (or a [[TMP]] missing its fore-grip), a low-detail [[Heckler &amp;amp; Koch SL8]], and a few (very, very low-detail) unknown handguns.&lt;br /&gt;
[[Image:RE4armsdealer1.jpg|thumb|none|600px|A Steyr SPP (or TMP missing its fore-grip) at the Merchant's shop.]]&lt;br /&gt;
[[Image:RE4armsdealer2.jpg|thumb|none|600px|Seriously low resolution handguns of some sort at the Merchant's shop. These are seemingly a low-poly version of the cut [[Ruger KP94]] model, albeit with a new texture featuring wooden grips and a peculiar ventilated slide; this model also appears on the wall of the Merchant's shooting range.]]&lt;br /&gt;
[[Image:RE4armsdealer3.jpg|thumb|none|600px|Low-detail H&amp;amp;K SL8]]&lt;br /&gt;
&lt;br /&gt;
=Ammunition images=&lt;br /&gt;
[[Image:RE4pistolAmmo.jpg|thumb|none|600px|Handgun Ammo. Though the box is marked with &amp;quot;30 pistol cartridges&amp;quot;, the player will be hard pressed to find one with more than 20 in the game. The lettering on the side also states the rounds are &amp;quot;Hi-Shok JHP&amp;quot; or Jacketed Hollow Points, which may explain their ability to occasionally explode enemies heads.]]&lt;br /&gt;
[[Image:RE4magnumAmmo.jpg|thumb|none|600px|Magnum Ammo. Though the description may lead one to believe that the in-game magnum ammo is .45 Magnum, the side of the ammo box indicates that it's actually ''.45 ACP'', a non-magnum cartridge in reality.]]&lt;br /&gt;
[[Image:RE4handcannonAmmo.jpg|thumb|none|600px|Handcannon Ammo. Likely representing .500 S&amp;amp;W Magnum rounds.]]&lt;br /&gt;
[[Image:RE4tmpAmmo.jpg|thumb|none|600px|TMP Ammo. Note that, since the TMP's ammo box explicitly refers to itself as 9mm Parabellum, this presumably means that the handguns are chambered in a more esoteric 9mm cartridge (e.g. 9x21mm IMI).]]&lt;br /&gt;
[[Image:RE4shotgunAmmo.jpg|thumb|none|600px|Shotgun Shells. The ammo box calls the ammo 12 gauge sabot slugs, although you can't fire a sabot slug from a smoothbore shotgun, they have a wide spread anyway. &amp;quot;Hybred&amp;quot; appears to be a misspelling of Hybrid.]]&lt;br /&gt;
[[Image:RE4rifleAmmo.jpg|thumb|none|600px|Rifle Ammo.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4&amp;diff=1513851</id>
		<title>Resident Evil 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4&amp;diff=1513851"/>
		<updated>2022-08-08T21:00:05Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* Ammunition images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Image:Resident Evil 4.jpg|right|thumb|300px|''Resident Evil 4'' (2005)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 4''''' (known as '''''Biohazard 4''''' in Japan) is the fourth main entry in Capcom's popular series. First released in 2005 for the Nintendo Gamecube, it was later ported to the PS2 with some additional content and weaponry but downgraded graphics, followed by a straight PC port in 2007. A version for the Nintendo Wii with Wiimote motion controls, combining the extras of the PS2 version and the graphical quality of the Gamecube version was also released in 2007, and this was later followed by versions for Apple's iPhone in 2009 and iPad in 2010. In 2011 a high-definition version was released on PSN and XBox Live, followed by the &amp;quot;Ultimate HD Edition&amp;quot; for PC in early 2014. In 2021 Capcom announced a new version of Resident Evil 4 that incorporates a first-person perspective along with virtual reality headset and motion controller support via the Oculus Quest 2. The new version of the game will also include redesigned textures with increased resolution.&lt;br /&gt;
&lt;br /&gt;
The main character is Leon Scott Kennedy, previously a rookie cop in ''[[Resident Evil 2]]''. Following Leon's escape from Raccoon City, Leon is now a special agent working for the US government and investigating the disappearance of the President's daughter Ashley Graham in a remote area of Spain. Quickly finding the local villagers have become zombie-like monsters seemingly ruled over by a mysterious cult based in the nearby castle, Leon sets out to rescue Ashley and foil the cult leader's schemes.&lt;br /&gt;
&lt;br /&gt;
From the PS2 version onwards, an additional campaign called &amp;quot;Separate Ways&amp;quot; was added, which covers what Leon's sometimes-ally Ada Wong was doing during the events of the story. Another non-canon mini-campaign starring Ada, called Assignment: Ada, is available for all versions. Also introduced is The Mercenaries mode, an arcade mode where the player plays as characters from the game and the ''Resident Evil'' universe, each with their own abilities and equipment, and kill enemies in a timed arena to get the highest score possible. The mode, a fleshed out version of the &amp;quot;The Mercenaries - Operation: Mad Jackal&amp;quot; mode from ''[[Resident Evil 3: Nemesis]]'', would prove to be extremely popular, returning for ''[[Resident Evil 5]]'', ''[[Resident Evil 6]]'', even spawning its own spin-off game ''[[Resident Evil: The Mercenaries 3D]]''. All three side-games are unlocked upon beating the main game once.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Resident Evil 4'' uses a grid-based inventory system explained as an attache case the player character is conspicuously not carrying; this has a set number of squares into which all weapons, ammunition and other items except treasure and keys must be fitted. Characters can only equip a single weapon at a time, which is switched out from the inventory screen, though equipping a grenade will also allow every other grenade of that type the player has to be thrown.&lt;br /&gt;
&lt;br /&gt;
Weapons can either be found in the game world or bought from the Merchant, a strange hooded man with a ridiculously hammy voice that will exchange priceless treasures for various hardware. Stores also allow weapons to be upgraded; most weapons can have their power, fire rate, reload speed and capacity upgraded in a series of increments that unlock as the campaign progresses; these do not alter the weapons visually, and often result in absurd magazine sizes. Almost every weapon has a high-priced &amp;quot;exclusive&amp;quot; upgrade which will boost a single aspect of its stats significantly. This system does not apply to Ada's campaign; her weapons are at a pre-set level and cannot be further upgraded.&lt;br /&gt;
&lt;br /&gt;
A few weapons also have optional mods which take up additional inventory space; stocks can be attached to the C96 and TMP to remove the simulated hand sway effect and reduce recoil, and several other weapons can equip scopes.&lt;br /&gt;
&lt;br /&gt;
The game uses a third-person over-shoulder view with a toggle for aiming; player characters cannot shoot or reload outside of aim mode, and cannot move while aiming. To facilitate aiming, a red laser sight is fitted to almost every non-scoped weapon in the game, and will enamate a full solid laser beam when aiming; the only version where this is not the case is the Wii version, which has a large circular crosshair in place of the laser beam to compensate for the less precise motion control.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Silver Ghost&amp;quot;==&lt;br /&gt;
Leon Kennedy's starting weapon is the &amp;quot;Handgun&amp;quot;, commonly nicknamed &amp;quot;Silver Ghost&amp;quot;; this name was never used by any official sources, and instead originated from the [http://projectumbrella.net/articles/ARMS-Jan-06-Vol-211 January 2006 issue of the ''ARMS'' magazine] (Japanese: アームズ), a Japanese monthly airsoft enthusiast magazine. The issue was a ''Resident Evil 4'' PS2 release special, and contained an article on a custom airsoft reproduction of Leon's Handgun, alongside a staff-written story about how Leon conceived the pistol with Joseph Kendo, a gun maker from Raccoon City who previously designed the custom &amp;quot;Samurai Edge&amp;quot; handguns for the Raccon City S.T.A.R.S. (as established in a document from ''[[Resident Evil 3]]''). This story gave the weapon the name of &amp;quot;Silver Ghost&amp;quot; (which was given by Leon in reference of his current condition of being &amp;quot;a spirit pulled out from [his] body&amp;quot;), which became the common name for the gun.&lt;br /&gt;
&lt;br /&gt;
The story was entirely unofficial, and was more or less a short fanfiction, but some elements were apparently official; the in-game weapon's slide is marked with the words &amp;quot;Kendo Custom Shop&amp;quot;, meaning that the idea that of the pistol being custom work by Kendo gifted to Leon is likely true. The article was also apparently written based on interviews with ''Resident Evil'' weapon designer Ryoumura Jyoshin&amp;lt;!--According to the RE wiki; I can't find the actual source for this.--&amp;gt; (who also designed weapons for Capcom's ''Devil May Cry'' and ''Dino Crisis'' series), meaning that some elements of the story, maybe even the name itself, possibly came straight out of the weapon designer.&lt;br /&gt;
&lt;br /&gt;
The Silver Ghost is a fictional design, which designer Ryoumura Jyoshin stated was inspired by [[H&amp;amp;K USP]], [[Smith &amp;amp; Wesson Sigma|S&amp;amp;W Sigma]], and [[Ruger P-series pistol|Ruger P85]]; the latter would make a fair deal of sense, as the Silver Ghost replaced Leon's prior starting handgun, the [[Ruger KP94]], relatively late in the game's development. It closely resembles the Smith &amp;amp; Wesson Sigma in the slide, magazine, and lower frame. Unlike the Sigma, the weapon has a hammer as opposed to a striker. It features an extended barrel, threaded for sound suppressor, which is not a feature on the Sigma pistols but are featured in the H&amp;amp;K USP. Its overall length is longer than the Sigma and the USP. Its slide is stainless steel. Its grip has checkered front and back straps, while the panels are wood framed with polymer panels and a central medallion on each side, similar to the design used on the Samurai Edge grips.&lt;br /&gt;
&lt;br /&gt;
Albert Wesker uses this weapon in The Mercenaries, where it is equipped with a suppressor. Interestingly, Wesker also uses a silenced Silver Ghost in ''Resident Evil: The Umbrella Chronicles''.&lt;br /&gt;
[[Image:RE4HDGhost.jpg|thumb|none|600px|Leon's handgun, the Silver Ghost. Like most of the handguns, it has a pressure switch for the laser sight on the grip.]]&lt;br /&gt;
[[Image:RE4ghostmulti.jpg|thumb|none|600px|Four varied images of Leon's Silver Ghost. 3D would be ideal, perhaps IMFDB 2.0!]]&lt;br /&gt;
[[Image:RE4HDGhostHold.jpg|thumb|none|600px|Deciding to stop by the Merchant's hidden supply cave, Leon poses with the Silver Ghost in his swag &amp;quot;Special 2&amp;quot; outfit.]]&lt;br /&gt;
[[Image:RE4HDGhostAim.jpg|thumb|none|600px|Aiming with the Silver Ghost.]]&lt;br /&gt;
[[Image:RE4HDGhostReload.jpg|thumb|none|600px|And reloading it after firing off a round at some fish.]]&lt;br /&gt;
[[Image:Biohazard 4 Incubate (frame 2709).jpg|thumb|none|600px|Leon holds a gun on the villager whose house he has just invaded.]]&lt;br /&gt;
[[Image:Biohazard 4 Incubate (frame 10721).jpg|thumb|none|600px|Leon runs dry in the middle of a fight.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 01.jpg|thumb|none|600px|The Silver Ghost in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The Punisher is based off of the [[FN Five-seveN]] handgun. Though chambered in 5.7x28mm in reality, the in-game version uses regular Handgun Ammo (9mm) although in the VR version it shows accurately modeled 5.7x28mm rounds in the magazine model. In game, the weapon has the ability to pierce shields and multiple enemies, an exaggerated gameplay depiction of the 5.7x28mm's real life penetrating capabilities. Its in-game model features an altered trigger.&lt;br /&gt;
&lt;br /&gt;
This weapon can be purchased from the Merchant or won in a contest after shooting ten of fifteen blue medallions scattered across two areas. If all targets have been shot, the Punisher will have a free upgrade added onto it, making it slightly more powerful than the standard Handgun.&lt;br /&gt;
&lt;br /&gt;
When every handgun is upgraded to its maximum, the Punisher is the weakest, but it can penetrate through several enemies.&lt;br /&gt;
&lt;br /&gt;
The gun is used by Ada in Assignment Ada and The Mercenaries.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|300px|FN Five-seveN - 5.7x28mm]]&lt;br /&gt;
[[Image:RE4punisherleft.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4punisherright.jpg|thumb|none|600px|Punisher handgun with exclusive upgrade.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 02.jpg|thumb|none|600px|The Punisher in Resident Evil 4 VR. Rather notably if the magazine is ejected or a new magazine is pulled from the pouch, inspecting it shows accurately model 5.7x28mm rounds in the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The [[Mauser C96 &amp;quot;Red 9&amp;quot;]] appears under its famous nickname. It can be purchased from the Merchant after Chapter 2-2, who also sells an attachable stock that improves its accuracy significantly. It is the most powerful regular handgun in-game, and when coupled with its stock, also the most accurate, but it is also the slowest-firing. The original US edition has an Exclusive firepower rating of 5.0, while the PAL edition raises this to 6.5.&lt;br /&gt;
&lt;br /&gt;
Vagrant Spaniard Luis Sera uses this as his primary weapon in the main game.&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[Image:RE4red9left.jpg|thumb|none|600px|Note the red dot sight fitted onto the barrel.]]&lt;br /&gt;
[[Image:RE4red9right.jpg|thumb|none|600px|Red 9 with attached stock. Note the stock has a hinge; in real life it can be used as a holster, though Leon does not appear to know this since it still takes up an additional three inventory slots. It is not particularly clear how this is supposed to make sense, given the gun that fits inside it takes up eight.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 03.jpg|thumb|none|600px|The Red 9 model in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The Blacktail is based on the [[Springfield XD]] with grips inspired by the [[FN FNP-9]]. Though using regular Handgun Ammo (9mm), it appears to be a rather bulkier larger caliber version of the XD rather than 9mm, perhaps a design error. It can be purchased from the Merchant after Leon reaches the castle. Ada uses this as her handgun in the main game and Separate Ways. Leon uses it in The Mercenaries. It has a better handling than the standard handgun. Fully upgraded, it is the second fastest firing and highest capacity handgun in the game, with the Matilda being at number 1. The PAL edition improves its maximum Firepower rating from 3.4 to 4.5.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|300px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[Image:RE4blacktail.jpg|thumb|none|600px|Blacktail handgun. The grip is heavily inspired the FN FNP-9 handgun, though is not identical to it.]]&lt;br /&gt;
[[Image:RE4blacktailGripSafety.jpg|thumb|none|600px|Ada reloading the Blacktail. This shows the grip safety which is so hard to see in other shots.]]&lt;br /&gt;
[[Image:RE4adaBlacktail.jpg|thumb|none|600px|Ada with her Blacktail.]]&lt;br /&gt;
[[Image:RE4breastsgunsBlacktail.jpg|thumb|none|600px|Ashley isn't the only one equipped with ballistics.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The Matilda is an [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]], the same handgun Leon uses as a rookie cop in ''Resident Evil 2''. It is unlocked for purchase from the Merchant after successfully completing the game once on Normal difficulty. It is fitted with its stock, which cannot be removed unlike the Red-9 or the TMP. Fires three-round bursts.  Its exclusive upgrade grants a 100-round magazine and a near machine gun rate of fire, making it an extremely effective handgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|500px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[Image:RE4matilda.jpg|thumb|none|600px|R.P.D. officer Leon's service handgun, six years in the future.]]&lt;br /&gt;
[[Image:RE4matildaleft.jpg|thumb|none|600px|The Matilda. The burst fire selector is on the stock behind the slide. Note early style grip.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield Model 3/Colt Single Action Army Hybrid==&lt;br /&gt;
&lt;br /&gt;
The Broken Butterfly is a revolver chambered in Magnum Ammo (.45 ACP). It seems to be a hybrid of the [[Smith &amp;amp; Wesson Schofield]] and [[Colt Single Action Army]]; the barrel and hinge resemble the Model 3, while the frame is nearly identical to the Colt SAA. Despite looking like an old fashioned single action revolver, the gun actually has a double action mechanism (convenient for rapid firing at big monsters).&lt;br /&gt;
&lt;br /&gt;
It can be purchased from the Merchant after Chapter 3–1, but a free one can found in a section of the castle after freeing Ashley in Chapter 4-1. Amusingly, Leon reloads it so energetically that he is literally ''throwing'' bullets into the cylinder rather than simply sliding them into position. It has a firepower of 50 after purchasing its exclusive upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|350px|Colt Single Action Army - .45 Long Colt]]&lt;br /&gt;
[[Image:RE4butterfly.jpg|thumb|none|600px|Though black in detail view and in game, the Broken Butterfly shows up as nickel plated in the attache case.]]&lt;br /&gt;
[[Image:RE4butterflyLoad.jpg|thumb|none|600px|Leon reloads his (upgraded) 7-shot Broken Butterfly by putting in 3 shells. This fills it to full regardless of cylinder upgrade, though why putting in only 3 rounds is anyone's guess considering its base capacity is double that.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The Killer7 is a modified Colt [[M1911]] that may be purchased from the Merchant after Leon reaches the Island in Chapter 5-1, and uses Magnum Ammo (.45 ACP). Its model is a reference to the AMT Hardballer in ''[[The Terminator]]'', with a similar large custom laser mounted on top of the slide. It is the only weapon that has no exclusive ability when fully upgraded. The name of the weapon is a reference to the game ''Killer7'', in which the character Kaede uses a similarly modified 1911. The engraving of the slide is also the same font that the Killer7 game has.&lt;br /&gt;
&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:ED_45.jpg|thumb|none|350px|The AMT Hardballer from ''The Terminator (1984)'' which inspired the Game's Killer7]]&lt;br /&gt;
[[Image:RE4killerleft.jpg|thumb|none|600px|Note the Killer 7 logo stamped on the slide.]]&lt;br /&gt;
[[Image:RE4killerright.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4killerAim.jpg|thumb|none|600px|The Killer 7's sight in action.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Handcannon&amp;quot;, equipped with a fictional laser sight and six chambered cylinder (the real thing has only five chambers). It is one of the earliest depictions of the S&amp;amp;W Model 500 in a video game.&lt;br /&gt;
&lt;br /&gt;
This extremely powerful weapon can be unlocked free of charge when the player gets a five-star rank with all characters on all stages in Mercenary Mode. It uses its own unique ammunition (.50 caliber), which are dropped at random by enemies while the gun is in the inventory, and can also be sold at a high price. The first reload animation has Leon loading three rounds manually, which changes to a speedloader reload when the player upgrades its reload speed to max level.&lt;br /&gt;
&lt;br /&gt;
When fully upgraded, the Handcannon acquires infinite ammunition and the second highest damage of any weapon in the game, far exceeding the Broken Butterfly and Killer7.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE4HDhandcannonleft.jpg|thumb|none|600px|Inventory preview of a fully-upgraded Handcannon. The bulky thing under the barrel is its laser sight.]]&lt;br /&gt;
[[Image:RE4HDhandcannonright.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[Image:RE4HDhandcannonPose.jpg|thumb|none|600px|Equipping the Handcannon in the inventory has Leon resting the revolver on his shoulder, which is a reference to Killer7 game's Dan Smith who also strikes the same pose. It should be noted that it uniquely points to the left edge of the screen in default orientation while viewed from the carry case, rather than right like other firearms.]]&lt;br /&gt;
[[Image:RE4HDhandcannonHold.jpg|thumb|none|600px|While trekking through one of the Spanish cult's absurdly huge and complex castles, Leon brandishes a Handcannon. Y'know, to be safe.]]&lt;br /&gt;
[[Image:RE4HDhandcannonAim.jpg|thumb|none|600px|Leon aiming the Handcannon, showing off the laser sight.]]&lt;br /&gt;
[[Image:RE4HDhandcannonFire.jpg|thumb|none|600px|Leon in full recoil. Fun fact: The Handcannon actually behaves like a miniature shotgun than an actual magnum. Shooting at water reveals four tightly-clumped points of impact instead of just one.]]&lt;br /&gt;
[[Image:RE4HDhandcannonReload.jpg|thumb|none|600px|With nothing better to do, Leon reloads his unlimited-ammo Handcannon, first by dramatically swinging out the cylinder and dumping everything onto the ground, ejector be damned.]]&lt;br /&gt;
[[Image:RE4HDhandcannonReload2.jpg|thumb|none|600px|Then whipping out a speedloader loaded with what looks to be spitzer-pointed rifle rounds. When reloading the upgraded Handcannon, Leon uses a six-round speed loader. Otherwise he would toss loose rounds into the cylinder like he does with the Broken Butterfly.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]], simply called the TMP in-game, may be purchased from the Merchant after the player's first encounter with him. A stock may also be purchased to improve accuracy and reduce recoil. Ada also uses the TMP in her cutscenes and campaign, as well as in The Mercenaries mode. The TMP uses its own TMP Ammo, not shared with the handguns.&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|350px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:RE4HDTMP.jpg|thumb|none|600px|Inventory preview of the TMP, showing off an alarmingly-poor use of an apostrophe.]]&lt;br /&gt;
[[Image:RE4HDTMPHold.jpg|thumb|none|600px|Leon bringing his newfangled TMP to church for a good baptizing.]]&lt;br /&gt;
[[Image:RE4HDTMPAim.jpg|thumb|none|600px|Aiming with the unmodified TMP shows just why its accuracy is so horrid: Leon and Ada will fire the TMP from the hip if used without the stock, thereby sending shots all over the place and the poor posture makes aiming it very wobbly and awkward.]]&lt;br /&gt;
[[Image:RE4HDTMPReload.jpg|thumb|none|600px|Having destroyed one of the Merchant's 15 blue medallions as part of a dare, Leon inserts a new mag into his TMP.]]&lt;br /&gt;
[[Image:RE4adaTMP2.jpg|thumb|none|600px|Ada sprays down Saddler with her TMP. Note that the laser sight integrated with the foregrip replaces the standard slanted TMP foregrip.]]&lt;br /&gt;
[[Image:RE4adaTMP.jpg|thumb|none|600px|Ada hoses down Saddler with her TMP. Apparently the &amp;quot;custom&amp;quot; aspect of the TMP's 9mm ammo consists of a non-standard protruding rim at the base of the case; normal 9x19mm ammunition is rimless, as rimmed ammunition is notoriously tricky to make feed reliably from magazines.]]&lt;br /&gt;
[[Image:RE4adaTMP3.jpg|thumb|none|600px|Ada admires her handiwork. Good view of the TMP. Also notice Ada's good trigger discipline.]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:RE4HDTMPStock.jpg|thumb|none|600px|The TMP with its optional stock; this stock is based on Steyr's factory option for the TMP, though the profile is somewhat altered.]]&lt;br /&gt;
[[Image:RE4HDTMPStockHold.jpg|thumb|none|600px|Leon posing with the modified TMP.]]&lt;br /&gt;
[[Image:RE4HDTMPStockAim.jpg|thumb|none|600px|Only with its proprietary stock fitted, will the player characters actually shoulder the thing when firing, making shot grouping a wee bit more consistent at long ranges as well as reducing shaking and sway when trying to line up a shot. Bringing the gun higher up can also make a difference, as railings or tables can sometimes foil a shot from the hip, especially in a game where one can't move their character while aiming.]]&lt;br /&gt;
[[Image:RE4HDTMPStockReload.jpg|thumb|none|600px|Reloading the modded TMP.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 03.jpg|thumb|none|600px|The TMP model in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
Chapter 5-3 boss Jack Krauser wields a customized TMP based on the [[TMP#Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9]]. It is modified with a B&amp;amp;T MP9 folding stock, an RIS attached extended muzzle-end fitted with a different vertical-grip, and a PEQ laser sight. In The Mercenaries minigame, HUNK also carries this modified TMP as his weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:B&amp;amp;T-MP9.jpg‎|thumb|none|420px|Brügger &amp;amp; Thomet MP9 - 9x19mm]]&lt;br /&gt;
[[Image:RE4krauserTMP.jpg|thumb|none|600px|Krauser's customized TMP, it has MP9 features, an RIS attached extended muzzle-end fitted with a straight vertical-grip and a PEQ laser sight.]]&lt;br /&gt;
[[Image:RE4krauserTMP2.jpg|thumb|none|600px|Krauser aiming his custom TMP at Leon. Note the strangely enlarged front end.]]&lt;br /&gt;
[[Image:RE4krauserTMP3.jpg|thumb|none|600px|Krauser firing his TMP. Note the RIS rail on the side.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] submachine gun appears in the game under one of its many famous historical nicknames, the ''Chicago Typewriter''. This weapon is unlocked by completing the side-story Assignment Ada and may be purchased from the Merchant for 1 million pesetas after that. Comes with unlimited ammo. If used with the Mafia costume (not present in the original Gamecube version of the game), it will load from drum magazines, while the handguard is replaced with the foregrip normally found on the 1921 and 1928 Thompson variants and the reloading animation is replaced with Leon tossing his hat and striking a pose.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|450px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:RE4thompsonright.jpg|thumb|none|600px|The Chicago Typewriter. I believe the technical term is &amp;quot;overkill.&amp;quot;]]&lt;br /&gt;
[[Image:ChicagoTypewriter.jpg|thumb|none|600px|Note M1A1 receiver]]&lt;br /&gt;
[[Image:RE4thompsonFire.jpg|thumb|none|600px|Blazing away, not really at anything.]]&lt;br /&gt;
[[Image:RE4thompsonload.jpg|thumb|none|600px|Reloading is not necessary, but hey. Leon rocks in a new magazine, then tilts the Typewriter sideways to pull the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870 Express Combo==&lt;br /&gt;
&lt;br /&gt;
The first shotgun that Leon gets. May be obtained in one of three ways: on Easy difficulty, the weapon comes in Leon's inventory when the game starts; on Normal or higher difficulties, Leon can find it for free on the second floor of a house in the Ganados Village; alternatively, the player can purchase this weapon from the Merchant from the very beginning. Not an outstanding weapon, nonetheless when fully upgraded it's range exceeds that of any shotgun, enabling it to kill enemies normally out of shotgun range.&lt;br /&gt;
[[File:REM870exp combo.jpeg|thumb|none|450px|Remington 870 Express Combo - 12 gauge]]&lt;br /&gt;
[[Image:RE4shotgun.jpg|thumb|none|600px|Easily the lowest detail weapon model in the game.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 01.jpg|thumb|none|600px|The Remington 870 Express Combo in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Benelli M3 Super 90== &lt;br /&gt;
&lt;br /&gt;
This stainless-steel shotgun is a custom [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3]] with elements from the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4]] added to it, notably the collapsible stock and the top rail on the receiver. Called the Riot Gun, it is identical to the Assault Shotgun from the [[Resident Evil (2002)|the 2002 ''Resident Evil'' remake]].&lt;br /&gt;
&lt;br /&gt;
Despite the fact that many prefer the tighter spread of the Riot Gun over the Striker's wide-shot, it is rarely used once the Striker becomes available due to its compact design, despite the fact that the Riot Gun has clearly been intentionally modified with the M4 collapsing stock.&lt;br /&gt;
&lt;br /&gt;
The weapon may be purchased from the Merchant from Chapter 3-1 onwards. It is also used by Leon in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 with stainless steel finish - 12 gauge]]&lt;br /&gt;
[[Image:RE4riotgunright.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4riotgunleft.jpg|thumb|none|600px|Riot Gun.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
In Resident Evil 4 VR, the Riot Gun model has been changed. This version was based on the Remington 870 with an M4S90 stock and an M3S90 handguard.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyma CM353LM.JPG|thumb|none|500px|Cyma CM353LM]]&lt;br /&gt;
[[File:RE4VR 03.jpg|thumb|none|600px|The Riot Gun in Resident Evil 4 VR. Note trigger group and receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray Street Sweeper / Armsel Protecta Hybrid==&lt;br /&gt;
&lt;br /&gt;
A hybrid of a [[SWD/Cobray Street Sweeper]] and [[Armsel Protecta]] may be purchased from the Merchant, and is called the Striker, which was the original variant of the weapon series. The weapon model lacks the rear lever and the wind-up key of the Street Sweeper, but it also lacks the Armsel Protecta's shell deflector. Functionally, the weapon has the semi-automatic firing of the Street Sweeper and the automatic shell ejection of the Armsel Protecta (which is animated in a bizarre way; the spent shell ejects itself after a short delay instead of immediately when the weapon is fired as it should be).&lt;br /&gt;
&lt;br /&gt;
Being semi-automatic, the Striker fires much faster than the other pump-action shotguns, though Leon has an exaggerated recoil animation after every shot, meaning that there is still a delay between shots. The reload animation has Leon always putting two shells into the gun then giving &amp;quot;something&amp;quot; a crank; realistically, it would've been the wind-up key, but the wind-up key is absent on the in-game model. When upgraded to max level, the Striker's capacity expands to a whopping ''100 rounds''. Leon aims and fires the Striker from the hip like Ada's shotgun, despite a foldout stock being clearly present.&lt;br /&gt;
&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:Protecta.jpg|thumb|none|400px|Armsel Protecta - 12 gauge]]&lt;br /&gt;
[[Image:RE4strikereleft.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4strikerright.jpg|thumb|none|600px|The Striker shotgun. Note the lack of a shell deflector.]]&lt;br /&gt;
[[Image:RE4strikerdrum.jpg|thumb|none|600px|Note the lack of a winding key on the drum.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 05.jpg|thumb|none|600px|The Striker model with a G36V export optical sight by default in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Ada uses this stubby [[Mossberg_500#Mossberg_590_Cruiser_.2F_590_Compact_Cruiser|Mossberg 500]] shotgun in Separate Ways. The gun in the game is stainless steel and a foregrip is present on its foreend. It's damage is average for a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:Moss500shorty.jpg|thumb|none|360px|Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[Image:RE4stubbyShotgun.jpg|thumb|none|600px|Another very low detail model, like the standard pump action.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
A [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] rifle can be purchased from the Merchant. It uses Rifle Ammo, which are .223 caliber rounds, suggesting that the Springfield has been converted from .30-06 to .223. A higher magnification scope can be bought for the rifle, increasing its accuracy at long range, and it could also be fitted with the Infrared Scope found on the island to help with defeating Regenerators. When fully upgraded, the bolt action Springfield's damage greatly exceeds that of its semi-auto counterpart: in the original NTSC editions it increases to 18.0, while in the PAL version and later releases it is raised to a rather absurd 30.0, and rivals the power of the Magnums.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|500px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[Image:RE4HDSpringfieldLeft.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Rifle&amp;quot;, here with its default M84 scope.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldLeft2.jpg|thumb|none|600px|Again, now with its aftermarket scope.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldHold.jpg|thumb|none|600px|Leon posing with the Springfield inside the Merchant's cliffside cache.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldAim.jpg|thumb|none|600px|Aiming with the unmodified Springfield.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldScope.jpg|thumb|none|600px|Scope view. Good luck seeing anything at all with this in the dark.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldReload.jpg|thumb|none|600px|Leon loads his 7-shot Springfield with what looks to be a ''9''-round stripper clip. He's also forcibly jamming in the clip diagonally (since the scope is obstructing the port), which isn't going to work since stripper clip guides for the Springfield are aligned directly vertical with the chamber.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldHold2.jpg|thumb|none|600px|Leon holds his now-modified Springfield.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldScope2.jpg|thumb|none|600px|View of the more powerful scope. The illuminated dot works wonders for aiming at night or in low-light areas, which are to say about 80% of the visitable locations.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
A Semi-Auto [[Heckler_%26_Koch_G36#Heckler_.26_Koch_SL8|H&amp;amp;K SL8]] may be purchased by Leon from the Merchant. The weapon uses a G36V export optical sight by default. Being a semi-auto it fires significantly faster. Like the bolt-action rifle, a custom scope can also be attached. This gun is used by Ada in Separate Ways, Assignment Ada, and The Mercenaries. It is also used by Wesker in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK-SL8.jpg|thumb|none|360px|Heckler and Koch SL8 - .223/5.56x45mm]]&lt;br /&gt;
[[Image:G36.jpg|thumb|360px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm]]&lt;br /&gt;
[[Image:RE4semiright.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4semileft.jpg|thumb|none|600px|The H&amp;amp;K SL8.]]&lt;br /&gt;
[[Image:RE4semiscope.jpg|thumb|none|600px|SL8 scope view.]]&lt;br /&gt;
[[Image:RE4semiNewScope.jpg|thumb|none|600px|SL8 upgraded scope. Note how it replaces the original G36V carry handle with scope.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 04.jpg|thumb|none|600px|The SL8 model in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] serves as the rocket launcher of the game. The standard single-shot Rocket Launcher may be purchased any time from the Merchant, and a free one can be found in the Castle. The Special Rocket Launcher with red rocket is provided by Ada Wong during the final boss fight to finish off the boss (though they can be killed without using the Special Rocket Launcher, in which case the player can keep the launcher and sell it for extra money on New Game +). The Infinite Rocket Launcher is available for purchase from the Merchant upon completion of the game once. Obviously, the rocket launchers are capable of dealing heavy damage to any creature, often killing bosses with one shot when aimed at their weak spots.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:RE4launcherright.jpg|thumb|none|600px|You can read RPG-7 on the side of the rocket. Note the scope.]]&lt;br /&gt;
[[Image:RE4specialrpg.jpg|thumb|none|600px|Special rocket launcher, loaded with red anti-boss warhead.]]&lt;br /&gt;
[[Image:RE4rpgFire.jpg|thumb|none|600px|FWOOSH! Leon unleashes his infinite launcher.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 05.jpg|thumb|none|600px|The RPG-7 in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
In the Castle, Leon fires a giant cannon to destroy a gate so he can proceed.&lt;br /&gt;
[[Image:Naval cannon.jpg|thumb|none|400px|Naval cannon - 18th century]]&lt;br /&gt;
[[Image:Resident Evil cannon 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Resident Evil cannon 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun ==&lt;br /&gt;
The Big Afro-Spaniard Ganado J.J. enemy wields a [[Hand Held M134 Minigun]].&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Resident Evil minigun 1.jpg|thumb|none|600px|J.J. makes his entrance.]]&lt;br /&gt;
[[Image:Resident Evil minigun 2.jpg|thumb|none|600px|J.J. makes his entrance known.]]&lt;br /&gt;
[[Image:Resident Evil minigun 3.jpg|thumb|none|600px|The muzzle flash effect seemingly implies that the minigun is simultaneously firing two barrels, which is impossible in reality.]]&lt;br /&gt;
&lt;br /&gt;
==Gatling Gun==&lt;br /&gt;
&lt;br /&gt;
At the end of sequence of Leon chasing a Los Iluminados priest in the Castle, the villain jumps on what appears to be an antique [[Gatling Gun]] rigged up to the drive system and feed unit of an [[M134 Minigun]]. Later on the island, the same gun emplacements appear, used by enemy mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|British M1865 Gatling Gun at the Royal Artillery Museum - .58 Rimfire / .50-70]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 10.jpg|thumb|none|600px|The priest readies his Gatling gun at the Castle.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 11.jpg|thumb|none|600px|Good view of the Gatling's shape.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 2.jpg|thumb|none|600px|Note that this gun seems to have been visually based on a deactivated museum weapon that has plugs screwed into the ends of the barrels.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 5.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
Mike, the Blackhawk helicopter pilot who shows up to support Leon during the endgame, has twin remote controlled [[GE M134 Minigun]]s mounted on the hull of his bird.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 6.jpg|thumb|none|600px|Close-up of a Minigun mounted on Mike's helicopter.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 7.jpg|thumb|none|600px|Mike fires his miniguns.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 8.jpg|thumb|none|600px|Close up on Mike's other Minigun.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 9.jpg|thumb|none|600px|The other Minigun fires.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 2==&lt;br /&gt;
An image of a [[Smith &amp;amp; Wesson Model 2]] revolver can be seen on the door of the Merchant's shooting range, found throughout the game.&lt;br /&gt;
[[Image:S&amp;amp;wmodel2.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 2 .32 Short]]&lt;br /&gt;
[[Image:Resident Evil 4 flintlock.jpg|thumb|none|600px|The Smith &amp;amp; Wesson image is marked with #1.]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
An image of a [[Flintlock Pistol]] can also be seen on the door of the Merchant's shooting range.&lt;br /&gt;
[[File:British Heavy Dragoon pistol.jpg|thumb|350px|none|British Heavy Dragoon Pistol - .62 caliber]]&lt;br /&gt;
[[Image:Resident Evil 4 flintlock.jpg|thumb|none|600px|The Flintlock Pistol image is marked with #2.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
What appears to be a [[Colt 1851 Navy]] revolver can be seen on a painting in the castle.&lt;br /&gt;
[[Image:1851_colt_navy_london.jpg|thumb|none|450px|Colt 1851 Navy London Model - .36 caliber.]]&lt;br /&gt;
[[Image:Resident Evil 4 colt.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700 BDL==&lt;br /&gt;
&lt;br /&gt;
In a cutscene, one of Ganados with the village chief Bitores Mendez uses what appears to be a [[Remington 700 BDL]] rifle modified to fire tranquilizer darts to knock out Ada Wong.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington 700 BDL.jpg|thumb|none|450px|Remington Model 700 (1970s Production) - .308 Winchester]]&lt;br /&gt;
[[Image:Resident Evil rifle.jpg|thumb|none|600px|Rifle at the left.]]&lt;br /&gt;
&lt;br /&gt;
=Merchant Displays=&lt;br /&gt;
The Merchant has a few weapons on display that can not be purchased. These include a [[Steyr SPP]] (or a [[TMP]] missing its fore-grip), a low-detail [[Heckler &amp;amp; Koch SL8]], and a few (very, very low-detail) unknown handguns.&lt;br /&gt;
[[Image:RE4armsdealer1.jpg|thumb|none|600px|A Steyr SPP (or TMP missing its fore-grip) at the Merchant's shop.]]&lt;br /&gt;
[[Image:RE4armsdealer2.jpg|thumb|none|600px|Seriously low resolution handguns of some sort at the Merchant's shop. These are seemingly a low-poly version of the cut [[Ruger KP94]] model, albeit with a new texture featuring wooden grips and a peculiar ventilated slide; this model also appears on the wall of the Merchant's shooting range.]]&lt;br /&gt;
[[Image:RE4armsdealer3.jpg|thumb|none|600px|Low-detail H&amp;amp;K SL8]]&lt;br /&gt;
&lt;br /&gt;
=Ammunition images=&lt;br /&gt;
[[Image:RE4pistolAmmo.jpg|thumb|none|600px|Handgun Ammo. Though the box is marked with &amp;quot;30 pistol cartridges&amp;quot;, the player will be hard pressed to find one with more than 20 in the game. The lettering on the side also states the rounds are &amp;quot;Hi-Shok JHP&amp;quot; or Jacketed Hollow Points, which may explain their ability to occasionally explode enemies heads.]]&lt;br /&gt;
[[Image:RE4magnumAmmo.jpg|thumb|none|600px|Magnum Ammo. Though the description may lead one to believe that the in-game magnum ammo is .45 Magnum, the side of the ammo box indicates that it's actually ''.45 ACP'', a non-magnum cartridge in reality.]]&lt;br /&gt;
[[Image:RE4handcannonAmmo.jpg|thumb|none|600px|Handcannon Ammo. Likely representing .500 S&amp;amp;W Magnum rounds.]]&lt;br /&gt;
[[Image:RE4tmpAmmo.jpg|thumb|none|600px|TMP Ammo. Note that, since the TMP's ammo box explicitly refers to itself as 9mm Parabellum, this presumably means that the handguns are chambered in a more esoteric 9mm cartridge (e.g. 9x21mm IMI).]]&lt;br /&gt;
[[Image:RE4shotgunAmmo.jpg|thumb|none|600px|Shotgun Shells. The ammo box calls the ammo 12 gauge sabot slugs, although you can't fire a sabot slug from a smoothbore shotgun, they have a wide spread anyway. &amp;quot;Hybred&amp;quot; appears to be a misspelling of Hybrid.]]&lt;br /&gt;
[[Image:RE4rifleAmmo.jpg|thumb|none|600px|Rifle Ammo.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4&amp;diff=1513850</id>
		<title>Resident Evil 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4&amp;diff=1513850"/>
		<updated>2022-08-08T20:58:48Z</updated>

		<summary type="html">&lt;p&gt;Antediluvial: /* FN Five-seveN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Image:Resident Evil 4.jpg|right|thumb|300px|''Resident Evil 4'' (2005)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 4''''' (known as '''''Biohazard 4''''' in Japan) is the fourth main entry in Capcom's popular series. First released in 2005 for the Nintendo Gamecube, it was later ported to the PS2 with some additional content and weaponry but downgraded graphics, followed by a straight PC port in 2007. A version for the Nintendo Wii with Wiimote motion controls, combining the extras of the PS2 version and the graphical quality of the Gamecube version was also released in 2007, and this was later followed by versions for Apple's iPhone in 2009 and iPad in 2010. In 2011 a high-definition version was released on PSN and XBox Live, followed by the &amp;quot;Ultimate HD Edition&amp;quot; for PC in early 2014. In 2021 Capcom announced a new version of Resident Evil 4 that incorporates a first-person perspective along with virtual reality headset and motion controller support via the Oculus Quest 2. The new version of the game will also include redesigned textures with increased resolution.&lt;br /&gt;
&lt;br /&gt;
The main character is Leon Scott Kennedy, previously a rookie cop in ''[[Resident Evil 2]]''. Following Leon's escape from Raccoon City, Leon is now a special agent working for the US government and investigating the disappearance of the President's daughter Ashley Graham in a remote area of Spain. Quickly finding the local villagers have become zombie-like monsters seemingly ruled over by a mysterious cult based in the nearby castle, Leon sets out to rescue Ashley and foil the cult leader's schemes.&lt;br /&gt;
&lt;br /&gt;
From the PS2 version onwards, an additional campaign called &amp;quot;Separate Ways&amp;quot; was added, which covers what Leon's sometimes-ally Ada Wong was doing during the events of the story. Another non-canon mini-campaign starring Ada, called Assignment: Ada, is available for all versions. Also introduced is The Mercenaries mode, an arcade mode where the player plays as characters from the game and the ''Resident Evil'' universe, each with their own abilities and equipment, and kill enemies in a timed arena to get the highest score possible. The mode, a fleshed out version of the &amp;quot;The Mercenaries - Operation: Mad Jackal&amp;quot; mode from ''[[Resident Evil 3: Nemesis]]'', would prove to be extremely popular, returning for ''[[Resident Evil 5]]'', ''[[Resident Evil 6]]'', even spawning its own spin-off game ''[[Resident Evil: The Mercenaries 3D]]''. All three side-games are unlocked upon beating the main game once.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Resident Evil 4'' uses a grid-based inventory system explained as an attache case the player character is conspicuously not carrying; this has a set number of squares into which all weapons, ammunition and other items except treasure and keys must be fitted. Characters can only equip a single weapon at a time, which is switched out from the inventory screen, though equipping a grenade will also allow every other grenade of that type the player has to be thrown.&lt;br /&gt;
&lt;br /&gt;
Weapons can either be found in the game world or bought from the Merchant, a strange hooded man with a ridiculously hammy voice that will exchange priceless treasures for various hardware. Stores also allow weapons to be upgraded; most weapons can have their power, fire rate, reload speed and capacity upgraded in a series of increments that unlock as the campaign progresses; these do not alter the weapons visually, and often result in absurd magazine sizes. Almost every weapon has a high-priced &amp;quot;exclusive&amp;quot; upgrade which will boost a single aspect of its stats significantly. This system does not apply to Ada's campaign; her weapons are at a pre-set level and cannot be further upgraded.&lt;br /&gt;
&lt;br /&gt;
A few weapons also have optional mods which take up additional inventory space; stocks can be attached to the C96 and TMP to remove the simulated hand sway effect and reduce recoil, and several other weapons can equip scopes.&lt;br /&gt;
&lt;br /&gt;
The game uses a third-person over-shoulder view with a toggle for aiming; player characters cannot shoot or reload outside of aim mode, and cannot move while aiming. To facilitate aiming, a red laser sight is fitted to almost every non-scoped weapon in the game, and will enamate a full solid laser beam when aiming; the only version where this is not the case is the Wii version, which has a large circular crosshair in place of the laser beam to compensate for the less precise motion control.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Silver Ghost&amp;quot;==&lt;br /&gt;
Leon Kennedy's starting weapon is the &amp;quot;Handgun&amp;quot;, commonly nicknamed &amp;quot;Silver Ghost&amp;quot;; this name was never used by any official sources, and instead originated from the [http://projectumbrella.net/articles/ARMS-Jan-06-Vol-211 January 2006 issue of the ''ARMS'' magazine] (Japanese: アームズ), a Japanese monthly airsoft enthusiast magazine. The issue was a ''Resident Evil 4'' PS2 release special, and contained an article on a custom airsoft reproduction of Leon's Handgun, alongside a staff-written story about how Leon conceived the pistol with Joseph Kendo, a gun maker from Raccoon City who previously designed the custom &amp;quot;Samurai Edge&amp;quot; handguns for the Raccon City S.T.A.R.S. (as established in a document from ''[[Resident Evil 3]]''). This story gave the weapon the name of &amp;quot;Silver Ghost&amp;quot; (which was given by Leon in reference of his current condition of being &amp;quot;a spirit pulled out from [his] body&amp;quot;), which became the common name for the gun.&lt;br /&gt;
&lt;br /&gt;
The story was entirely unofficial, and was more or less a short fanfiction, but some elements were apparently official; the in-game weapon's slide is marked with the words &amp;quot;Kendo Custom Shop&amp;quot;, meaning that the idea that of the pistol being custom work by Kendo gifted to Leon is likely true. The article was also apparently written based on interviews with ''Resident Evil'' weapon designer Ryoumura Jyoshin&amp;lt;!--According to the RE wiki; I can't find the actual source for this.--&amp;gt; (who also designed weapons for Capcom's ''Devil May Cry'' and ''Dino Crisis'' series), meaning that some elements of the story, maybe even the name itself, possibly came straight out of the weapon designer.&lt;br /&gt;
&lt;br /&gt;
The Silver Ghost is a fictional design, which designer Ryoumura Jyoshin stated was inspired by [[H&amp;amp;K USP]], [[Smith &amp;amp; Wesson Sigma|S&amp;amp;W Sigma]], and [[Ruger P-series pistol|Ruger P85]]; the latter would make a fair deal of sense, as the Silver Ghost replaced Leon's prior starting handgun, the [[Ruger KP94]], relatively late in the game's development. It closely resembles the Smith &amp;amp; Wesson Sigma in the slide, magazine, and lower frame. Unlike the Sigma, the weapon has a hammer as opposed to a striker. It features an extended barrel, threaded for sound suppressor, which is not a feature on the Sigma pistols but are featured in the H&amp;amp;K USP. Its overall length is longer than the Sigma and the USP. Its slide is stainless steel. Its grip has checkered front and back straps, while the panels are wood framed with polymer panels and a central medallion on each side, similar to the design used on the Samurai Edge grips.&lt;br /&gt;
&lt;br /&gt;
Albert Wesker uses this weapon in The Mercenaries, where it is equipped with a suppressor. Interestingly, Wesker also uses a silenced Silver Ghost in ''Resident Evil: The Umbrella Chronicles''.&lt;br /&gt;
[[Image:RE4HDGhost.jpg|thumb|none|600px|Leon's handgun, the Silver Ghost. Like most of the handguns, it has a pressure switch for the laser sight on the grip.]]&lt;br /&gt;
[[Image:RE4ghostmulti.jpg|thumb|none|600px|Four varied images of Leon's Silver Ghost. 3D would be ideal, perhaps IMFDB 2.0!]]&lt;br /&gt;
[[Image:RE4HDGhostHold.jpg|thumb|none|600px|Deciding to stop by the Merchant's hidden supply cave, Leon poses with the Silver Ghost in his swag &amp;quot;Special 2&amp;quot; outfit.]]&lt;br /&gt;
[[Image:RE4HDGhostAim.jpg|thumb|none|600px|Aiming with the Silver Ghost.]]&lt;br /&gt;
[[Image:RE4HDGhostReload.jpg|thumb|none|600px|And reloading it after firing off a round at some fish.]]&lt;br /&gt;
[[Image:Biohazard 4 Incubate (frame 2709).jpg|thumb|none|600px|Leon holds a gun on the villager whose house he has just invaded.]]&lt;br /&gt;
[[Image:Biohazard 4 Incubate (frame 10721).jpg|thumb|none|600px|Leon runs dry in the middle of a fight.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 01.jpg|thumb|none|600px|The Silver Ghost in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The Punisher is based off of the [[FN Five-seveN]] handgun. Though chambered in 5.7x28mm in reality, the in-game version uses regular Handgun Ammo (9mm) although in the VR version it shows accurately modeled 5.7x28mm rounds in the magazine model. In game, the weapon has the ability to pierce shields and multiple enemies, an exaggerated gameplay depiction of the 5.7x28mm's real life penetrating capabilities. Its in-game model features an altered trigger.&lt;br /&gt;
&lt;br /&gt;
This weapon can be purchased from the Merchant or won in a contest after shooting ten of fifteen blue medallions scattered across two areas. If all targets have been shot, the Punisher will have a free upgrade added onto it, making it slightly more powerful than the standard Handgun.&lt;br /&gt;
&lt;br /&gt;
When every handgun is upgraded to its maximum, the Punisher is the weakest, but it can penetrate through several enemies.&lt;br /&gt;
&lt;br /&gt;
The gun is used by Ada in Assignment Ada and The Mercenaries.&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|300px|FN Five-seveN - 5.7x28mm]]&lt;br /&gt;
[[Image:RE4punisherleft.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4punisherright.jpg|thumb|none|600px|Punisher handgun with exclusive upgrade.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 02.jpg|thumb|none|600px|The Punisher in Resident Evil 4 VR. Rather notably if the magazine is ejected or a new magazine is pulled from the pouch, inspecting it shows accurately model 5.7x28mm rounds in the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The [[Mauser C96 &amp;quot;Red 9&amp;quot;]] appears under its famous nickname. It can be purchased from the Merchant after Chapter 2-2, who also sells an attachable stock that improves its accuracy significantly. It is the most powerful regular handgun in-game, and when coupled with its stock, also the most accurate, but it is also the slowest-firing. The original US edition has an Exclusive firepower rating of 5.0, while the PAL edition raises this to 6.5.&lt;br /&gt;
&lt;br /&gt;
Vagrant Spaniard Luis Sera uses this as his primary weapon in the main game.&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[Image:RE4red9left.jpg|thumb|none|600px|Note the red dot sight fitted onto the barrel.]]&lt;br /&gt;
[[Image:RE4red9right.jpg|thumb|none|600px|Red 9 with attached stock. Note the stock has a hinge; in real life it can be used as a holster, though Leon does not appear to know this since it still takes up an additional three inventory slots. It is not particularly clear how this is supposed to make sense, given the gun that fits inside it takes up eight.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 03.jpg|thumb|none|600px|The Red 9 model in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The Blacktail is based on the [[Springfield XD]] with grips inspired by the [[FN FNP-9]]. Though using regular Handgun Ammo (9mm), it appears to be a rather bulkier larger caliber version of the XD rather than 9mm, perhaps a design error. It can be purchased from the Merchant after Leon reaches the castle. Ada uses this as her handgun in the main game and Separate Ways. Leon uses it in The Mercenaries. It has a better handling than the standard handgun. Fully upgraded, it is the second fastest firing and highest capacity handgun in the game, with the Matilda being at number 1. The PAL edition improves its maximum Firepower rating from 3.4 to 4.5.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|300px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[Image:RE4blacktail.jpg|thumb|none|600px|Blacktail handgun. The grip is heavily inspired the FN FNP-9 handgun, though is not identical to it.]]&lt;br /&gt;
[[Image:RE4blacktailGripSafety.jpg|thumb|none|600px|Ada reloading the Blacktail. This shows the grip safety which is so hard to see in other shots.]]&lt;br /&gt;
[[Image:RE4adaBlacktail.jpg|thumb|none|600px|Ada with her Blacktail.]]&lt;br /&gt;
[[Image:RE4breastsgunsBlacktail.jpg|thumb|none|600px|Ashley isn't the only one equipped with ballistics.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The Matilda is an [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]], the same handgun Leon uses as a rookie cop in ''Resident Evil 2''. It is unlocked for purchase from the Merchant after successfully completing the game once on Normal difficulty. It is fitted with its stock, which cannot be removed unlike the Red-9 or the TMP. Fires three-round bursts.  Its exclusive upgrade grants a 100-round magazine and a near machine gun rate of fire, making it an extremely effective handgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|500px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[Image:RE4matilda.jpg|thumb|none|600px|R.P.D. officer Leon's service handgun, six years in the future.]]&lt;br /&gt;
[[Image:RE4matildaleft.jpg|thumb|none|600px|The Matilda. The burst fire selector is on the stock behind the slide. Note early style grip.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield Model 3/Colt Single Action Army Hybrid==&lt;br /&gt;
&lt;br /&gt;
The Broken Butterfly is a revolver chambered in Magnum Ammo (.45 ACP). It seems to be a hybrid of the [[Smith &amp;amp; Wesson Schofield]] and [[Colt Single Action Army]]; the barrel and hinge resemble the Model 3, while the frame is nearly identical to the Colt SAA. Despite looking like an old fashioned single action revolver, the gun actually has a double action mechanism (convenient for rapid firing at big monsters).&lt;br /&gt;
&lt;br /&gt;
It can be purchased from the Merchant after Chapter 3–1, but a free one can found in a section of the castle after freeing Ashley in Chapter 4-1. Amusingly, Leon reloads it so energetically that he is literally ''throwing'' bullets into the cylinder rather than simply sliding them into position. It has a firepower of 50 after purchasing its exclusive upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|350px|Colt Single Action Army - .45 Long Colt]]&lt;br /&gt;
[[Image:RE4butterfly.jpg|thumb|none|600px|Though black in detail view and in game, the Broken Butterfly shows up as nickel plated in the attache case.]]&lt;br /&gt;
[[Image:RE4butterflyLoad.jpg|thumb|none|600px|Leon reloads his (upgraded) 7-shot Broken Butterfly by putting in 3 shells. This fills it to full regardless of cylinder upgrade, though why putting in only 3 rounds is anyone's guess considering its base capacity is double that.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The Killer7 is a modified Colt [[M1911]] that may be purchased from the Merchant after Leon reaches the Island in Chapter 5-1, and uses Magnum Ammo (.45 ACP). Its model is a reference to the AMT Hardballer in ''[[The Terminator]]'', with a similar large custom laser mounted on top of the slide. It is the only weapon that has no exclusive ability when fully upgraded. The name of the weapon is a reference to the game ''Killer7'', in which the character Kaede uses a similarly modified 1911. The engraving of the slide is also the same font that the Killer7 game has.&lt;br /&gt;
&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:ED_45.jpg|thumb|none|350px|The AMT Hardballer from ''The Terminator (1984)'' which inspired the Game's Killer7]]&lt;br /&gt;
[[Image:RE4killerleft.jpg|thumb|none|600px|Note the Killer 7 logo stamped on the slide.]]&lt;br /&gt;
[[Image:RE4killerright.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4killerAim.jpg|thumb|none|600px|The Killer 7's sight in action.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Handcannon&amp;quot;, equipped with a fictional laser sight and six chambered cylinder (the real thing has only five chambers). It is one of the earliest depictions of the S&amp;amp;W Model 500 in a video game.&lt;br /&gt;
&lt;br /&gt;
This extremely powerful weapon can be unlocked free of charge when the player gets a five-star rank with all characters on all stages in Mercenary Mode. It uses its own unique ammunition (.50 caliber), which are dropped at random by enemies while the gun is in the inventory, and can also be sold at a high price. The first reload animation has Leon loading three rounds manually, which changes to a speedloader reload when the player upgrades its reload speed to max level.&lt;br /&gt;
&lt;br /&gt;
When fully upgraded, the Handcannon acquires infinite ammunition and the second highest damage of any weapon in the game, far exceeding the Broken Butterfly and Killer7.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE4HDhandcannonleft.jpg|thumb|none|600px|Inventory preview of a fully-upgraded Handcannon. The bulky thing under the barrel is its laser sight.]]&lt;br /&gt;
[[Image:RE4HDhandcannonright.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[Image:RE4HDhandcannonPose.jpg|thumb|none|600px|Equipping the Handcannon in the inventory has Leon resting the revolver on his shoulder, which is a reference to Killer7 game's Dan Smith who also strikes the same pose. It should be noted that it uniquely points to the left edge of the screen in default orientation while viewed from the carry case, rather than right like other firearms.]]&lt;br /&gt;
[[Image:RE4HDhandcannonHold.jpg|thumb|none|600px|While trekking through one of the Spanish cult's absurdly huge and complex castles, Leon brandishes a Handcannon. Y'know, to be safe.]]&lt;br /&gt;
[[Image:RE4HDhandcannonAim.jpg|thumb|none|600px|Leon aiming the Handcannon, showing off the laser sight.]]&lt;br /&gt;
[[Image:RE4HDhandcannonFire.jpg|thumb|none|600px|Leon in full recoil. Fun fact: The Handcannon actually behaves like a miniature shotgun than an actual magnum. Shooting at water reveals four tightly-clumped points of impact instead of just one.]]&lt;br /&gt;
[[Image:RE4HDhandcannonReload.jpg|thumb|none|600px|With nothing better to do, Leon reloads his unlimited-ammo Handcannon, first by dramatically swinging out the cylinder and dumping everything onto the ground, ejector be damned.]]&lt;br /&gt;
[[Image:RE4HDhandcannonReload2.jpg|thumb|none|600px|Then whipping out a speedloader loaded with what looks to be spitzer-pointed rifle rounds. When reloading the upgraded Handcannon, Leon uses a six-round speed loader. Otherwise he would toss loose rounds into the cylinder like he does with the Broken Butterfly.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]], simply called the TMP in-game, may be purchased from the Merchant after the player's first encounter with him. A stock may also be purchased to improve accuracy and reduce recoil. Ada also uses the TMP in her cutscenes and campaign, as well as in The Mercenaries mode. The TMP uses its own TMP Ammo, not shared with the handguns.&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|350px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:RE4HDTMP.jpg|thumb|none|600px|Inventory preview of the TMP, showing off an alarmingly-poor use of an apostrophe.]]&lt;br /&gt;
[[Image:RE4HDTMPHold.jpg|thumb|none|600px|Leon bringing his newfangled TMP to church for a good baptizing.]]&lt;br /&gt;
[[Image:RE4HDTMPAim.jpg|thumb|none|600px|Aiming with the unmodified TMP shows just why its accuracy is so horrid: Leon and Ada will fire the TMP from the hip if used without the stock, thereby sending shots all over the place and the poor posture makes aiming it very wobbly and awkward.]]&lt;br /&gt;
[[Image:RE4HDTMPReload.jpg|thumb|none|600px|Having destroyed one of the Merchant's 15 blue medallions as part of a dare, Leon inserts a new mag into his TMP.]]&lt;br /&gt;
[[Image:RE4adaTMP2.jpg|thumb|none|600px|Ada sprays down Saddler with her TMP. Note that the laser sight integrated with the foregrip replaces the standard slanted TMP foregrip.]]&lt;br /&gt;
[[Image:RE4adaTMP.jpg|thumb|none|600px|Ada hoses down Saddler with her TMP. Apparently the &amp;quot;custom&amp;quot; aspect of the TMP's 9mm ammo consists of a non-standard protruding rim at the base of the case; normal 9x19mm ammunition is rimless, as rimmed ammunition is notoriously tricky to make feed reliably from magazines.]]&lt;br /&gt;
[[Image:RE4adaTMP3.jpg|thumb|none|600px|Ada admires her handiwork. Good view of the TMP. Also notice Ada's good trigger discipline.]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:RE4HDTMPStock.jpg|thumb|none|600px|The TMP with its optional stock; this stock is based on Steyr's factory option for the TMP, though the profile is somewhat altered.]]&lt;br /&gt;
[[Image:RE4HDTMPStockHold.jpg|thumb|none|600px|Leon posing with the modified TMP.]]&lt;br /&gt;
[[Image:RE4HDTMPStockAim.jpg|thumb|none|600px|Only with its proprietary stock fitted, will the player characters actually shoulder the thing when firing, making shot grouping a wee bit more consistent at long ranges as well as reducing shaking and sway when trying to line up a shot. Bringing the gun higher up can also make a difference, as railings or tables can sometimes foil a shot from the hip, especially in a game where one can't move their character while aiming.]]&lt;br /&gt;
[[Image:RE4HDTMPStockReload.jpg|thumb|none|600px|Reloading the modded TMP.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 03.jpg|thumb|none|600px|The TMP model in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
Chapter 5-3 boss Jack Krauser wields a customized TMP based on the [[TMP#Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9]]. It is modified with a B&amp;amp;T MP9 folding stock, an RIS attached extended muzzle-end fitted with a different vertical-grip, and a PEQ laser sight. In The Mercenaries minigame, HUNK also carries this modified TMP as his weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:B&amp;amp;T-MP9.jpg‎|thumb|none|420px|Brügger &amp;amp; Thomet MP9 - 9x19mm]]&lt;br /&gt;
[[Image:RE4krauserTMP.jpg|thumb|none|600px|Krauser's customized TMP, it has MP9 features, an RIS attached extended muzzle-end fitted with a straight vertical-grip and a PEQ laser sight.]]&lt;br /&gt;
[[Image:RE4krauserTMP2.jpg|thumb|none|600px|Krauser aiming his custom TMP at Leon. Note the strangely enlarged front end.]]&lt;br /&gt;
[[Image:RE4krauserTMP3.jpg|thumb|none|600px|Krauser firing his TMP. Note the RIS rail on the side.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] submachine gun appears in the game under one of its many famous historical nicknames, the ''Chicago Typewriter''. This weapon is unlocked by completing the side-story Assignment Ada and may be purchased from the Merchant for 1 million pesetas after that. Comes with unlimited ammo. If used with the Mafia costume (not present in the original Gamecube version of the game), it will load from drum magazines, while the handguard is replaced with the foregrip normally found on the 1921 and 1928 Thompson variants and the reloading animation is replaced with Leon tossing his hat and striking a pose.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|450px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:RE4thompsonright.jpg|thumb|none|600px|The Chicago Typewriter. I believe the technical term is &amp;quot;overkill.&amp;quot;]]&lt;br /&gt;
[[Image:ChicagoTypewriter.jpg|thumb|none|600px|Note M1A1 receiver]]&lt;br /&gt;
[[Image:RE4thompsonFire.jpg|thumb|none|600px|Blazing away, not really at anything.]]&lt;br /&gt;
[[Image:RE4thompsonload.jpg|thumb|none|600px|Reloading is not necessary, but hey. Leon rocks in a new magazine, then tilts the Typewriter sideways to pull the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870 Express Combo==&lt;br /&gt;
&lt;br /&gt;
The first shotgun that Leon gets. May be obtained in one of three ways: on Easy difficulty, the weapon comes in Leon's inventory when the game starts; on Normal or higher difficulties, Leon can find it for free on the second floor of a house in the Ganados Village; alternatively, the player can purchase this weapon from the Merchant from the very beginning. Not an outstanding weapon, nonetheless when fully upgraded it's range exceeds that of any shotgun, enabling it to kill enemies normally out of shotgun range.&lt;br /&gt;
[[File:REM870exp combo.jpeg|thumb|none|450px|Remington 870 Express Combo - 12 gauge]]&lt;br /&gt;
[[Image:RE4shotgun.jpg|thumb|none|600px|Easily the lowest detail weapon model in the game.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 01.jpg|thumb|none|600px|The Remington 870 Express Combo in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Benelli M3 Super 90== &lt;br /&gt;
&lt;br /&gt;
This stainless-steel shotgun is a custom [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3]] with elements from the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4]] added to it, notably the collapsible stock and the top rail on the receiver. Called the Riot Gun, it is identical to the Assault Shotgun from the [[Resident Evil (2002)|the 2002 ''Resident Evil'' remake]].&lt;br /&gt;
&lt;br /&gt;
Despite the fact that many prefer the tighter spread of the Riot Gun over the Striker's wide-shot, it is rarely used once the Striker becomes available due to its compact design, despite the fact that the Riot Gun has clearly been intentionally modified with the M4 collapsing stock.&lt;br /&gt;
&lt;br /&gt;
The weapon may be purchased from the Merchant from Chapter 3-1 onwards. It is also used by Leon in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 with stainless steel finish - 12 gauge]]&lt;br /&gt;
[[Image:RE4riotgunright.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4riotgunleft.jpg|thumb|none|600px|Riot Gun.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
In Resident Evil 4 VR, the Riot Gun model has been changed. This version was based on the Remington 870 with an M4S90 stock and an M3S90 handguard.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyma CM353LM.JPG|thumb|none|500px|Cyma CM353LM]]&lt;br /&gt;
[[File:RE4VR 03.jpg|thumb|none|600px|The Riot Gun in Resident Evil 4 VR. Note trigger group and receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray Street Sweeper / Armsel Protecta Hybrid==&lt;br /&gt;
&lt;br /&gt;
A hybrid of a [[SWD/Cobray Street Sweeper]] and [[Armsel Protecta]] may be purchased from the Merchant, and is called the Striker, which was the original variant of the weapon series. The weapon model lacks the rear lever and the wind-up key of the Street Sweeper, but it also lacks the Armsel Protecta's shell deflector. Functionally, the weapon has the semi-automatic firing of the Street Sweeper and the automatic shell ejection of the Armsel Protecta (which is animated in a bizarre way; the spent shell ejects itself after a short delay instead of immediately when the weapon is fired as it should be).&lt;br /&gt;
&lt;br /&gt;
Being semi-automatic, the Striker fires much faster than the other pump-action shotguns, though Leon has an exaggerated recoil animation after every shot, meaning that there is still a delay between shots. The reload animation has Leon always putting two shells into the gun then giving &amp;quot;something&amp;quot; a crank; realistically, it would've been the wind-up key, but the wind-up key is absent on the in-game model. When upgraded to max level, the Striker's capacity expands to a whopping ''100 rounds''. Leon aims and fires the Striker from the hip like Ada's shotgun, despite a foldout stock being clearly present.&lt;br /&gt;
&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:Protecta.jpg|thumb|none|400px|Armsel Protecta - 12 gauge]]&lt;br /&gt;
[[Image:RE4strikereleft.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4strikerright.jpg|thumb|none|600px|The Striker shotgun. Note the lack of a shell deflector.]]&lt;br /&gt;
[[Image:RE4strikerdrum.jpg|thumb|none|600px|Note the lack of a winding key on the drum.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 05.jpg|thumb|none|600px|The Striker model with a G36V export optical sight by default in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
Ada uses this stubby [[Mossberg_500#Mossberg_590_Cruiser_.2F_590_Compact_Cruiser|Mossberg 500]] shotgun in Separate Ways. The gun in the game is stainless steel and a foregrip is present on its foreend. It's damage is average for a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:Moss500shorty.jpg|thumb|none|360px|Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[Image:RE4stubbyShotgun.jpg|thumb|none|600px|Another very low detail model, like the standard pump action.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
A [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] rifle can be purchased from the Merchant. It uses Rifle Ammo, which are .223 caliber rounds, suggesting that the Springfield has been converted from .30-06 to .223. A higher magnification scope can be bought for the rifle, increasing its accuracy at long range, and it could also be fitted with the Infrared Scope found on the island to help with defeating Regenerators. When fully upgraded, the bolt action Springfield's damage greatly exceeds that of its semi-auto counterpart: in the original NTSC editions it increases to 18.0, while in the PAL version and later releases it is raised to a rather absurd 30.0, and rivals the power of the Magnums.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|500px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[Image:RE4HDSpringfieldLeft.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Rifle&amp;quot;, here with its default M84 scope.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldLeft2.jpg|thumb|none|600px|Again, now with its aftermarket scope.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldHold.jpg|thumb|none|600px|Leon posing with the Springfield inside the Merchant's cliffside cache.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldAim.jpg|thumb|none|600px|Aiming with the unmodified Springfield.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldScope.jpg|thumb|none|600px|Scope view. Good luck seeing anything at all with this in the dark.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldReload.jpg|thumb|none|600px|Leon loads his 7-shot Springfield with what looks to be a ''9''-round stripper clip. He's also forcibly jamming in the clip diagonally (since the scope is obstructing the port), which isn't going to work since stripper clip guides for the Springfield are aligned directly vertical with the chamber.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldHold2.jpg|thumb|none|600px|Leon holds his now-modified Springfield.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldScope2.jpg|thumb|none|600px|View of the more powerful scope. The illuminated dot works wonders for aiming at night or in low-light areas, which are to say about 80% of the visitable locations.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
A Semi-Auto [[Heckler_%26_Koch_G36#Heckler_.26_Koch_SL8|H&amp;amp;K SL8]] may be purchased by Leon from the Merchant. The weapon uses a G36V export optical sight by default. Being a semi-auto it fires significantly faster. Like the bolt-action rifle, a custom scope can also be attached. This gun is used by Ada in Separate Ways, Assignment Ada, and The Mercenaries. It is also used by Wesker in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK-SL8.jpg|thumb|none|360px|Heckler and Koch SL8 - .223/5.56x45mm]]&lt;br /&gt;
[[Image:G36.jpg|thumb|360px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm]]&lt;br /&gt;
[[Image:RE4semiright.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RE4semileft.jpg|thumb|none|600px|The H&amp;amp;K SL8.]]&lt;br /&gt;
[[Image:RE4semiscope.jpg|thumb|none|600px|SL8 scope view.]]&lt;br /&gt;
[[Image:RE4semiNewScope.jpg|thumb|none|600px|SL8 upgraded scope. Note how it replaces the original G36V carry handle with scope.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 04.jpg|thumb|none|600px|The SL8 model in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] serves as the rocket launcher of the game. The standard single-shot Rocket Launcher may be purchased any time from the Merchant, and a free one can be found in the Castle. The Special Rocket Launcher with red rocket is provided by Ada Wong during the final boss fight to finish off the boss (though they can be killed without using the Special Rocket Launcher, in which case the player can keep the launcher and sell it for extra money on New Game +). The Infinite Rocket Launcher is available for purchase from the Merchant upon completion of the game once. Obviously, the rocket launchers are capable of dealing heavy damage to any creature, often killing bosses with one shot when aimed at their weak spots.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:RE4launcherright.jpg|thumb|none|600px|You can read RPG-7 on the side of the rocket. Note the scope.]]&lt;br /&gt;
[[Image:RE4specialrpg.jpg|thumb|none|600px|Special rocket launcher, loaded with red anti-boss warhead.]]&lt;br /&gt;
[[Image:RE4rpgFire.jpg|thumb|none|600px|FWOOSH! Leon unleashes his infinite launcher.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 05.jpg|thumb|none|600px|The RPG-7 in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
In the Castle, Leon fires a giant cannon to destroy a gate so he can proceed.&lt;br /&gt;
[[Image:Naval cannon.jpg|thumb|none|400px|Naval cannon - 18th century]]&lt;br /&gt;
[[Image:Resident Evil cannon 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Resident Evil cannon 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun ==&lt;br /&gt;
The Big Afro-Spaniard Ganado J.J. enemy wields a [[Hand Held M134 Minigun]].&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Resident Evil minigun 1.jpg|thumb|none|600px|J.J. makes his entrance.]]&lt;br /&gt;
[[Image:Resident Evil minigun 2.jpg|thumb|none|600px|J.J. makes his entrance known.]]&lt;br /&gt;
[[Image:Resident Evil minigun 3.jpg|thumb|none|600px|The muzzle flash effect seemingly implies that the minigun is simultaneously firing two barrels, which is impossible in reality.]]&lt;br /&gt;
&lt;br /&gt;
==Gatling Gun==&lt;br /&gt;
&lt;br /&gt;
At the end of sequence of Leon chasing a Los Iluminados priest in the Castle, the villain jumps on what appears to be an antique [[Gatling Gun]] rigged up to the drive system and feed unit of an [[M134 Minigun]]. Later on the island, the same gun emplacements appear, used by enemy mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|British M1865 Gatling Gun at the Royal Artillery Museum - .58 Rimfire / .50-70]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 10.jpg|thumb|none|600px|The priest readies his Gatling gun at the Castle.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 11.jpg|thumb|none|600px|Good view of the Gatling's shape.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 2.jpg|thumb|none|600px|Note that this gun seems to have been visually based on a deactivated museum weapon that has plugs screwed into the ends of the barrels.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 5.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
Mike, the Blackhawk helicopter pilot who shows up to support Leon during the endgame, has twin remote controlled [[GE M134 Minigun]]s mounted on the hull of his bird.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 6.jpg|thumb|none|600px|Close-up of a Minigun mounted on Mike's helicopter.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 7.jpg|thumb|none|600px|Mike fires his miniguns.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 8.jpg|thumb|none|600px|Close up on Mike's other Minigun.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 9.jpg|thumb|none|600px|The other Minigun fires.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 2==&lt;br /&gt;
An image of a [[Smith &amp;amp; Wesson Model 2]] revolver can be seen on the door of the Merchant's shooting range, found throughout the game.&lt;br /&gt;
[[Image:S&amp;amp;wmodel2.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 2 .32 Short]]&lt;br /&gt;
[[Image:Resident Evil 4 flintlock.jpg|thumb|none|600px|The Smith &amp;amp; Wesson image is marked with #1.]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
An image of a [[Flintlock Pistol]] can also be seen on the door of the Merchant's shooting range.&lt;br /&gt;
[[File:British Heavy Dragoon pistol.jpg|thumb|350px|none|British Heavy Dragoon Pistol - .62 caliber]]&lt;br /&gt;
[[Image:Resident Evil 4 flintlock.jpg|thumb|none|600px|The Flintlock Pistol image is marked with #2.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
What appears to be a [[Colt 1851 Navy]] revolver can be seen on a painting in the castle.&lt;br /&gt;
[[Image:1851_colt_navy_london.jpg|thumb|none|450px|Colt 1851 Navy London Model - .36 caliber.]]&lt;br /&gt;
[[Image:Resident Evil 4 colt.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700 BDL==&lt;br /&gt;
&lt;br /&gt;
In a cutscene, one of Ganados with the village chief Bitores Mendez uses what appears to be a [[Remington 700 BDL]] rifle modified to fire tranquilizer darts to knock out Ada Wong.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington 700 BDL.jpg|thumb|none|450px|Remington Model 700 (1970s Production) - .308 Winchester]]&lt;br /&gt;
[[Image:Resident Evil rifle.jpg|thumb|none|600px|Rifle at the left.]]&lt;br /&gt;
&lt;br /&gt;
=Merchant Displays=&lt;br /&gt;
The Merchant has a few weapons on display that can not be purchased. These include a [[Steyr SPP]] (or a [[TMP]] missing its fore-grip), a low-detail [[Heckler &amp;amp; Koch SL8]], and a few (very, very low-detail) unknown handguns.&lt;br /&gt;
[[Image:RE4armsdealer1.jpg|thumb|none|600px|A Steyr SPP (or TMP missing its fore-grip) at the Merchant's shop.]]&lt;br /&gt;
[[Image:RE4armsdealer2.jpg|thumb|none|600px|Seriously low resolution handguns of some sort at the Merchant's shop. These are seemingly a low-poly version of the cut [[Ruger KP94]] model, albeit with a new texture featuring wooden grips and a peculiar ventilated slide; this model also appears on the wall of the Merchant's shooting range.]]&lt;br /&gt;
[[Image:RE4armsdealer3.jpg|thumb|none|600px|Low-detail H&amp;amp;K SL8]]&lt;br /&gt;
&lt;br /&gt;
=Ammunition images=&lt;br /&gt;
[[Image:RE4pistolAmmo.jpg|thumb|none|600px|Handgun Ammo. Though the box is marked with &amp;quot;30 pistol cartridges&amp;quot;, the player will be hard pressed to find one with more than 20 in the game.]]&lt;br /&gt;
[[Image:RE4magnumAmmo.jpg|thumb|none|600px|Magnum Ammo. Though the description may lead one to believe that the in-game magnum ammo is .45 Magnum, the side of the ammo box indicates that it's actually ''.45 ACP'', a non-magnum cartridge in reality.]]&lt;br /&gt;
[[Image:RE4handcannonAmmo.jpg|thumb|none|600px|Handcannon Ammo. Likely representing .500 S&amp;amp;W Magnum rounds.]]&lt;br /&gt;
[[Image:RE4tmpAmmo.jpg|thumb|none|600px|TMP Ammo. Note that, since the TMP's ammo box explicitly refers to itself as 9mm Parabellum, this presumably means that the handguns are chambered in a more esoteric 9mm cartridge (e.g. 9x21mm IMI).]]&lt;br /&gt;
[[Image:RE4shotgunAmmo.jpg|thumb|none|600px|Shotgun Shells. The ammo box calls the ammo 12 gauge sabot slugs, although you can't fire a sabot slug from a smoothbore shotgun, they have a wide spread anyway. &amp;quot;Hybred&amp;quot; appears to be a misspelling of Hybrid.]]&lt;br /&gt;
[[Image:RE4rifleAmmo.jpg|thumb|none|600px|Rifle Ammo.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;/div&gt;</summary>
		<author><name>Antediluvial</name></author>
	</entry>
</feed>